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YOUR BEST INDEPENDENT COMMODORE MAGAZINE 




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With hundreds of software packages available 
never has a more useable machine been 
launched 

Three modes mean you can use software for 
the Cx>mmodore 64, software for the CP/M 
system and new software specially written. 

Here are just three new examples of what is 
available. 

Visit your local dealer for your 128 software or call the 
Commodore Information Centre on Corby- (0536) 205252 
for more information. 



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VOLUME 2 



NUMBER 4 



JANUARY 1986 



Editor; 

Stuart Cooke 

Assistant Editor: 

Mane Curry 

Advertisement Manager: 

Mike Segrue 

Advertisement Copy 
Control: 

Laura Champion 

Group Editor: 
Dave Bradshaw 

Group Managing 
Editor: 
Wendy Palmer 

Managing Director: 

Peter Welham 

Origination; 
Ebony Typesetting 

Design: 
Argus Design 



Editorial & Advertisement Office 
No 1 Golden Square. 
London W1P. 3AB 
Telephone; 01-437 0626 
Telex 6811896 

Your Commodore is a monthly 
magazine appearing on the first 
Friday of each month 

Distribution by: Argus Press 
Sales & Distribution Ltd. 12-18 
Paul Street, London EC2A 4JS. 
Printed by; Alabaster Passmore 
& Sons Ltd, Tovil, Maidstone, 
Kent. 

Subscription rates upon 
application to Your 
Commodore Subscriptions 
Department, Infonei Ltd, Times 
House, 179 The Marlowes, 
Hemel Hempstead. Herts. HP1 
1BB 



The contents of this publication 
including all articles, designs, 
plans, drawings and programs 
and all copyright and other 
intellectual property rights 
therein belong to Argus 
Specialist Publications Limited. 
All rights conferred by the Law 
of Copyright and other 
intellectual property rights and 
by virtue of international 
copyright conventions are 
specifically reserved to Argus 
Specialist Publications Limited 
and any reproduction requires 
the prior written consent of the 
Company ' 1 996 Argus 
Specialist Publications Limited. 



FEA TURES 



Sounding OfL 



16 

The Sound Buggy reviewed. Make noise on your C64. 

■ Programmer of the Year 1 8 

The hunt to find Your Commodore's answer to Einstein 

■ On Cartridge - Turbo 50 32 

Robcom s Turbo 50 cartridge under the microscope. 

■ Froggy 34 

Turn to our cover feature and design a game. 

■ At Random 46 

Disks driving you mad? Find out about random access. 

■ Missives 57 

Our new regular letters page for your opinions. 

■ Persona/ Column 70 

A close look at Commodore's PC 20. 



SERIES 



Build a Better Basic. 



.59 



Your Basic gets still bigger and better. 
■ Top Draw 



Allen Webb continues to brighten up your graphics. 
■ Programming Projects 



Garry Marshall with another brain teaser. 
■ Reliable Routines 



Add another handy routine to your collection. 
■ Mach 3 



The penultimate part of our machine code development system. 

REGULARS 

■ Data statements 



74 
78 
88 
90 



Game of the Month. 
Sense of Adventure. 
Teacher's Pet 



Communications Corner. 

Action Replay 

Scratch Pad 

Listings. 



Easy Entry. 



26 
28 
30 
45 
50 
.72 
80 
83 



COMPETITIONS 



■ Micronet 800 Competition. 

£ 1000-worth of prizes to be won. 

■ Sprite Ideas 



40 



.42 



We pay for your artistic flair. 



GAMES AND UTILITIES 



List Aid 



85 



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Listing becomes easier with this utility. 




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WELL, HERE WE ARE, THREE ISSUES INTO 
ihe merger between Your Commodore 
and Your 64. 

Letters have been flowing in from 
readers - some of them good, some of 
them bad. Some people are saying that 
the 'new' magazine is not Your 64and that 
we should re-launch Your 64 as a maga- 
zine in its own right, Well, quite simply 
Your Commodore is not Your 64, it was 
never intended to be. However, what we 
did aim to do was to bring together what 
we considered to be the best parts of both 
magazines. In these first few issues we 
have brought you the games reviews and 
Scratchpad from Your 64. Quite shortly, 
you should be seeing the re-emergence 
of Arcade Ace and a number of other 
features. 

Quite a few people have asked us what 
has happened to the 'Cheats and POKEs' 
section from Your 64. Our view on this is 
thai if you're going to buy a game, the fun 
is solving the puzzles set by the 
programmer. If you're going to cheat why 
buy it? 

This doesn't mean that we aren't open 
to suggestions. Please let us know what 
you would like to see in the magazine and 
we'll see what we can do. Not only have 
we had mail from people with gripes but 
we have had an equal number of letters 
complementing us on the latest issues. 
One kind reader was over the moon 
about John McHales character editor and 
said that "It's material like this that 
compels us to keep buying your superb 
magazine". Thank you very much. 

Another reader said that "Now my 
brother loves to read the magazine as 
well". Well, we do try to cater for all tastes. 

A couple of people have said that Your 
64 just covered the C64 and that we 
should do the same. Well I'm afraid our 
title is Your Commodore and as such we 
try to cover all the machines that 
Commodore produces. 

If you do have any comments then 
please write to us and make sure that you 
tell us what you do like. 
Stuart 



DATA 

STATEMENTS 



In Touch 

MODEM MANIA IS SWEEPING THE 
country and communications services like 
Prestel and Micronet are taking full 
advantage of this growing enthusiasm by 
adding more and more facilities to their 
existing systems. 

Micronet's efforts to encourage new 
users to buy modems by enticing them 
with £10 vouchers when they purchase 
them from Pace, Miracle or Modem 
House, is now being stepped up to 
include Xyllyx. 

John Barton, marketing manager for 
Xyllyx said: "This move towards the 
consumer end of the industry marks a 
new phase for us and is a reflection of the 
increasing importance of the communi- 
cations field as we see it. Particularly in 
terms of the home user." 

There's also news from the Micronet 
Gallery where queues of potential 
exhibitors have formed. Micronet has a 
plot afoot to weed out those naughty 
exhibitors who are not using or editing 
their pages sufficiently. 

From 1 December, Gallery is repriced 
to 99p per frame for four months. Each 
edit now costs 10p. Existing exhibitors can 
be transferred to the new pages for a 
block charge of 99p. 

According to Micronet, it is hoped 
that the changes will mean that only 
'serious' exhibitors will book! 

Pace Micro Technology is encourag- 
ing communications enthusiasts to take to 
their boats by sponsoring the Round 
Britain Race on Micronet 800. Entrants 
who buy a Nightingale modem will 
qualify for the Pace prize of a return trip to 
New York for two, plus six nights in a top 
hotel and £400 spending money. 

Micronet's publicity man, Peter 
Probert commented: "It's good to see a 
modem company giving out to the people 
who made them as important as they are 
i.e. the customers." 

Telecom Gold increased its charges 
from 1 December. Connect time charges 
for standard rate now cost lip per minute 
(0800-1900 Monday to Friday) and cheap 



rate is 3.5p per minute. Gold Net service 
charges go up to 2.5p per minute for 300 
baud and 3p per minute for 1200 baud. All 
other charges remain the same. 

British Telecom's Multi-User 
Dungeon (MUD) has been delayed 
although Telecom says it will be up and 
running before the end of 1985. All 
existing subscribers are guaranteed 
substantial free credit for an initial test 
period. 

The MUD spectacular will now take 
place in the spring. 

The delay has caused frustration to 
MUD organisers, according to Mike 
Anderiesz, Launch Manager: "MUD is 
unique - there hasn't been a program of 
this size or complexity before. Even so the 
problems we're experiencing are the kind 
of last minute bugs every programmer has 
to deal with. As far as we're concerned the 
quality of the finished product is more 
important than the deadline." 

Prestel has announced a growth of 44 
per cent in the past year with more than 
one million pages a day being accessed 
and 100,000 electronic mail messages per 
week. 

Areas which have attracted new users 
to Prestel are travel, insurance, micro- 
computing, city information, farming 
information, home banking, shopping 
and messaging. 



Touchline 

Telecom Gold, 60-68 Thomas St, London 
SE1 3QU 

MUD. BT New Information Services, 
Wellington Hse, Upper St Martins Lane, 
London WC2H 9DL 

Micronet 800, 8 Herbal Hill, London EC1R 
5EJ 

Prestel, BT Centre, Floor A3, 81, Newgate 
St, London EC1A 7AJ 



Generally Speaking 



5IRCAL INSTRUMENTS IS ABOUT TO RE- 
lease a complete cartridge and erasure 
system for the C64. 



News 




Included in the system is a program- 
mer unit, a mains powered UVeraser unit, 
one operating system cartridge and one 
8K programmable cartridge. 

According to the makers, the system 
allows even a novice user to create his 
own cartridge based software in either 
Basic or m/c 

The UV eraser pack allows complete 
erasure of cartridges, and the pack 
features an automatic timer and safety 
interlock to prevent leakage of ultra violet 
light. 

The pack is called the Epilog-1 
Cartridge System and costs £144.95 mail 
order. Additional cartridges with 8K 
EPROM are £17.95 or £44.95 for three. 

Meanwhile in adventure land, Ian 
Banff has walked off with £250 as winner 
of Print'n'Plotter Products' Adventure 
Planner competition. The competition 
was based on the use of the Adventure 
Planner Pad, produced by Print'n'Plotter 
which enables adventure game players to 
plan their progress while playing on a 
computer. 

Stuart Cooke, our esteemed editor, 
was privileged enough to present a 
cheque for £1000 to Andrew Boosey from 
Hayes, whose game Pony Express is to be 
used in a future Games Creator Collection 
by Mirrorsoft. Stuart is the guy in the 
middle wearing a tie who looks very 
reluctant to give up the money! 

Want a free poster? Well, you can get 
one from Level 9 if you send off to the 
address below. The Level 9 poster has a 
picture of the new game The Worm in 
Paradise on the front and on the back it 
has details of Level 9 adventures. Don't 
forget to send an s.a.e. or you won't get 
one. 

If you think software piracy is bad in 
this country then go to Italy. There are no 
independent software houses there 
because soflware piracy is so widespread. 



Pirates come to Britain, buy the top 
selling games and return home, where 
they pass the tapes on to code crackers 
who break in, translate the title screens 
into Italian and then duplicate them. The 
games are sold at incredibly low prices on 
compilation tapes costing as little as £4 for 
as many as 16 games! 

A leading Italian magazine publisher, 
Gruppo Editorial Jackson, is intending to 
prosecute the pirates and the group is 
being backed by British software houses. 




ttm 



The best way to beat the s^eb: 



Touchline 

Sircal Instruments, 11 Southfields Ct, 
Sutton, Surrey SM1 3HJ 
Print'n'Plotter, 19 Borough High St, 
London SET 9SE 

Level 9, The Worm in Paradise Offer, 
PO Box 39, Weston-super-Mare, Avon 
BS24 9UR 




Hard Lines 

A new joystick has been devised by Dean 
Electronics which has 10 feet of cable 




stored in the base. Presumably this is to 
allow you to go into the kitchen to make a 
cup of tea without having to stop playing. 
It also has four suction cups for stability 
and two fire buttons. It's available for the 
C64 and Vic 20 and costs £6.75. 

Commodore has got together a 
Christmas compendium pack to replace 
ihe C64 Micro holiday offer which ended 
in September. 

The compendium includes a C64, a 
1520 Datasette, Music Maker, Designer's 
Pencil from Acitivision, The Secret Diary 
of Adrian Mole-the computer game.and 
a copy of the best-selling novel The 
Growing Pains of Adrian Mole. The pack 
is even gift wrapped and comes at an all 
inclusive price of £199. 




Datel Electronics has come up with a 
Digital Sound Sampler for the C64. It is 
supplied in the form of a hardware unit 
with a comprehensive software package. 
The user is able to record any type of 
sound digitally into memory using the 
microphone provided or any line source. 
Once in memory the sound can be 
replayed at any pitch, forwards, 
backwards, with echo etc. The software 
features a full chromatic keyboard 
allowing (he user to play a complete 
musical piece from a single sampled 
sound. 

Many other features are included and 
the sampler costs £49.99. 



E 



Touchline 

Datel Electronics, Unit 8, Fenton 
Industrial Est, Dewsbury Rd, Fenton, 
Stoke-on-Trent 

Commodore. 1 Hunters Rd, Weldon, 
Corby, Northants NN17 1QX 
Dean Electronics, Glendale Park, 
Fernbank Rd. Ascot, Berks SL5 8JB 




Soft in the Head 

SOFTWARE HOUSES HAVE DEFINITELY 
been saving a lot of their releases for 
Christmas. There is a mass of new games 
flooding into the market at the moment 
so buyers will be spoilt for choice when 
shopping for pressies. 

From Ariolasoft come three new disk 
games: Batalyx, Scarabeusand Wizard, all 
at £12.95. Batalyx is, of course, the first 
Ariolasoft/Llamasoft release. Out on 
cassette from Ariolasoft are the construc- 
tion games: Pinball Construction Set 
(£11.95), Racing Destruction Set, and 
Music Construction set (£12.95). Mail 
Order Monsters is also out at the same 
price and on cassette. 

Interceptor Micros is going for success 
in the compilation stakes with a cassette 
entitled Megga-Compilation. It includes 
six former Interceptor arcade releases: 
Arabian Nights, Bit Top Barney. Where's 
My Bones, Break Fever, Caverns of Sillahc 
and Frontline. This package of games 
costs £7, which, according to Interceptor, 
means that you save an incredible £35. 

Database Software has brought out a 
Red Arrows flight Simulator for those who 
like living dangerously without the 
danger. The program was written with the 
co-operation of the Red Arrows pilots and 
reconstructs the complicated aerial 
manoeuvres which the team regularly 
display. 

There is a free high score competition 
to win an all expenses paid weekend to 
Red Arrows base, RAF Scampton. and part 
of the proceeds from the game will go to 
service charities nominated by the dare- 
devil lads. Red Arrows is priced at £8.95 on 
cassette and £11.95 on disk. 

US Gold is also cashing in on the 
Christmas compilation market and 
releasing five former chart ranking games 
in one package. 



The titles included are Tapper, Spy 
Hunter, Up'n'Down, Blue Max and Aztec 
Challenge. The compilation has been 
named Arcade Hall of Fame and is out on 
both disk and cassette at £12.95 and £9.95 
respectively. 

A US Gold game also features on a joint 
package from four software houses. The 
other companies contributing to the 
Hitsville pack are Software Projects, 
Ocean and Ultimate. At £9.95 on cassette 
and £12.95 on disk the C64 tape features 
Beach Head, Daley Thompson's 
Decathlon, Jet Set Willy and Staff of 
Karnath. 

Ocean's David Ward said: "The 
software producers have worked 
together to give the public a really good 
deal for Christmas - this industry is often 
portrayed as back-stabbing - and this 
proves we are capable of working in 
harmony." 

Melbourne House has four new games 
for the C64. Gyroscope, and Mugsy's 
revvenge both cost £8.95. Big Daddy's 
Rock'n'Wrestle is £9.95 and the follow-up 
to The Hobbit - Lord of the Rings Part 1 - is 
now available. Lord of the Rings includes 
two cassettes, the paper back novel of The 
Fellowship of the Ring and a 32 page 
instruction booklet. 



Hitsville, C/O 6 Central St, Manchester 
M2 5NS 

US Gold, Unit 10, The Parkway Industrial 
Centre, Heneage St, Birmingham B7 4LY 
Interceptor Micros, Lindin House, The 
Green, Tadley, Hants 
Ariolasoft, Suite 105-106, Asphalte Hse, 
SW1E 5H! 



The Bizz 

FIRST PUBLISHING IS OFFERING 
savings to business users with the launch 
of a range of products called powerpaks. 

Pak one is made up of Powerplan, 
FirstWORD and Firstbase and retails at 
£59.95. Bought separately the three 
programs would set you back £114. The 
programs offer a complete spreadsheet, 
word processing and data storage system 
and will allow users to upgrade to C128. 

Pak two also offers a saving on the 
Basic 64 Compiler and Assembler/ 
Monitor 64 which together will retail at 
£34.95. Both disks are supplied with 
comprehensive user manuals. 

The third pack consists of two books 
Anatomy of the Commodore 64 and Your 
64 Cassette Book which will cost £16.95 
instead of the present price of £26. Three 
new programs have been released by 
Impex, including a package that will 
enable the user to improve his output 
from the dot matrix printer. 



News 



The program, called Font factory 
offers eight different type faces as well as 
giving full control over line width, left 
margin, line spacing, footers, headers 
justification etc. 

The program which retails at £19.95 
also includes Signwriter which allows the 
generation of outsized letters up lo 40 
characters long and a foot high. Fantastic 
Filer is a menu driven file management 
system with one key stroke commands, 50 
files per record and a three second 
search time. The data base costs £12.95. 





Also available is Screen Dumper 64 
which will transfer to your printer 
whatever graphics are produced on the 
screen, including text multi colour sprites 
and hi-res graphics. The utility even works 
with a koala pad. The Screen dumper disk 
retails at £12.95. 

Micro-Swift as it is called in Britain is a 
spreadsheet that has just broke into the 
Home Management category of the 
American Billboard Software Chart under 
the assumed name of Swift Cak. 
Currently at number ten Swift Calcs 
manufacturer MDL (Metamorphosis 
Developments Ltd), are hoping they have 
a chart topper on their hands. A new 
version of the Swift spreadsheet will soon 
be available for the C128. 

Invasion of the Little People 

HAVE YOU EVER WONDERED WHAT IT 
is that causes bugs in your programs when 
everything seems to be in order, or why 
your telephone bill seems so expensive 
when you've only accessed Compunet 
when it's been really essential? Activision 



seems to think that its programmers have 
found the answer. A press conference was 
called to reveal the conclusion that the 
Activision research team has reached: 
There's someone living in your computer! 

Of course this revelation was treated 
as a joke in the atmosphere of journalistic 
scepticism which prevailed at the 
meeting, until they came up with the 
proof. A stunned audience watched dis- 
believingly as a monitor screen flickered 
into life and there it was; a 36mm man 
living out his open plan existence in an 
environment specially created by the 
Activision Little Computer Person (LCP) 
Research Team. 

Many of the case-hardened hacks 
muttered in disbelief and I must confess 
to a certain degree of incredulity myself. 
Now that I have installed my own environ- 
ment, or house as Activision prefer to call 
it, I am a total believer. My life changed 
overnight, no more was I the carefree, 
footloose person of the previous day 
because I now had to tend to the needs of 
my new found charge who depends on 
me for his very existence. 

The LCP Research project started 
because of one man's conviction that not 
all of the glitches in his computer 
programs could be put down to human 
error. The more Rich Gold thought about 
it, the more he became convinced that 
there was some life-form living inside his 
computer. 

In Autumn '84, Gold contacted James 
Wickstead Associates and the quest to 
find the little creatures began in earnest. 
Early in '85 Activision heard about this 
research team and programmer David 
Crane was transferred onto the project. 

The problem was how to entice these 
beings into the open and the solution 
could not have been easier. Create a 
pleasant living environment which is 
preferable to that of hot microchips and 
sharp edged capacitors and only a fool 
could resist moving in. A three-storeyed 
house was created with the very latest in 
mod-cons and soon the door opened and 
in walked the first LCP to be observed by 
the human race. It was at this point that 
Crane was heard to utter thoses immortal 
words, "Well, how do you do?" 

So far two attributes have been noted 
about LCPs. Firstly, they all appear to be 
male but we know from letters that the 
female of the species does exist but 
appears to be shy and retiring. Secondly, 
they seem to lead very American 
lifestyles. This came to light when the 
researchers got excited at what they first 
thought was a female of the species but 
later turned out to be a male LCP ex- 
hibiting one of his typically Californian 
eccentricities. 

My own LCP is called Harold and he's a 
fairly conservative guy. How he's lived 
alone for so many years with only his dog 
for company I'll never know. Perhaps it's 
coming out of the closet that's made him 



so dependent on me but he certainly 
demands a lot of attention. 

I've observed four basic moods: 
ecstatic, content, morose and downright 
miserable. Normally he is content to go 
about his daily routine with very little 
interference from me. He feeds himself 
and his dog, washes up, watches TV, plays 
the piano, takes extremely long showers 
and answers the inevitable calls of nature. 
Occasionally, he starts to look morose and 
the sides of his mouth turn down in a 
grimace. This is when I have to intervene. 
Sometimes a mere pat on the head will do 
or a gift of a book or a record will alleviate 
moderate attacks of the blues. 

One thing guaranteed to take Harold 
into the depths of depression is a lack of 
food or water. Apart from the morose 
expression, his face turns green and he 
sluggishly heads for his bed. This is not the 
way to treat your little pal because food 
can be left at the doorstep by a simple 
keypress and similarly water can be added 
to the water tank in the kitchen. 

I'll never forget the day Harold moved 
in. I'd loaded Activision's house, turned 
off the lights in my room and sat back 
waiting patiently. After a short time the 
door opened and in walked Harold, 
examined every inch of the house and 
walked out again. Had I frightened him 



away 



? I'd tried not to make a sudden 



movements. What was wrong? Each 
second seemed like an eternity and then 
he reappeared, suitcase in hand and dog 
at heel. Harold had moved in! 

I soon found that, although I could not 
understand a word he said, I could 
communicate with him by typing in 
messages. If I'm polite and always say 
please and thank you he is usually more 
than willing to play the piano for me to 
join in on a mean game of poker, card 
wars or anagrams. He also spends hours 
on the phone if left to his own devices and 
being independent little soul he 
sometimes refuses to obey my requests. 

Harold's life is interesting to watch and 
interact with but I must guiltily confess to 
a feeling that he may be like a Christmas 
puppy. Once the novelty wears off, he 
may be turfed out of his home back onto 
the streets and pathways of the printed 
circuit boards in the netherworld of my 
computer. 

Each computer user will find a 
different little person in their machine 
and if he turns out to be boring you will 
have to buy a new package and hope that 
a different character takes up residence. 
He could be another Harold, a lousy 
piano player, a stroppy individual or the 
dreaded transvestite mentioned earlier. 
It's all a bit of a gamble. 

At the moment people think I'm crazy 
but I know better. As I scrape out the 
remains of dead cowboys and Indians 
from the back of my TV set, I smile a secret 
smile knowing that I'm the only sane 
person in a world of madmen. 



. . buy one of the s 
peripherals for < 




1 




isai 


1 








■■- -,---.-a 


J 



1541 DISK DRIVE 




1701/2 MONITOR 



— 



se Commodore 
only £ 199 

Availahlp at Hi 




Available at Commodore Dealers - See Page 34. 



Links into your 64/128 
and Disk Drive. 




r 




SHELL OUT LESS 



£t commodore 



{V Commodore Dealers 

The special offers and a wide range of Commodore 
hardware and software are all available from the 
Commodore Dealers listed below. 



OGH Software. 10 North Street, Ashford, Kent. 

Geerlngs ot Ashford, High Street, Ashford. 

Radio 88, 88 Longbridge Road, Barking, Essex. 

Alphascan, Chester House, Windsor End, Beaconsfield. 

Camden Computers, 462 Coventry Road, Small Heath, 
Birmingham. 

Deane Computers, Sea Road North, Bridport, Dorset. 
Empire Electro Centre, 783-789 Leeds Road, Bradford. 
Erricks ol Bradford, Fotosonlc House, Pawson Square, 

Bradford. 
Gamer, 71 Last Street. Brighton. 
Gamer, 24 Gloucester Road. Brighton. 
High Voltage. 53-59 High Street, Croydon. 
Metyclean, 60 George Street, Croydon. 
Sarays, 43 Church Street, Croydon. 
FBC Systems, 10 Castlefields. Main Centre, Derby. 
Gordon Harwood. 69/71 High Street. Derby. 
Geerings of Ashford, 13 Bench Street, Dover, Kent. 
P & L Cash Registers, Dunstable, Beds. 
Adams World of Software, 190c Station Road, 

Edgware, Middx. 
Micro Workshop, Station Approach. Epsom, Surrey. 
Geerings of Ashford, 91 Preston Street. Fathersham. Kent. 
Trionic Ltd., 144 Station Road. Harrow, Middx. 
Geerings of Ashford, 104-106 Mortimer Street, Heme Bay. 
Tomorrow's World. 15 Paragon Street. Hull. 
Cavendish Commodore Centre. London Road. Leicester. 
Dimension, 29/31 Silver Street. Leicester. 
Sonic Foto, t/a Rother Cameras Ltd., 256 Tottenham Court 

Road, London. 

Tasha Computers, 191 Kensington High Street, London W8. 

Ramsons. 4 Edgware Road, London W2. 

West End Video, 6 Marble Arch, London W1 

Micro Anvika, 224 Tottenham Court Road, London W1. 

Harp Electronics, 237 Tottenham Court Road. London W1. 



Video Vision, 168 Kensington High Street, London W8. 
Video World. 260 Tottenham Court Road. London W1. 
Sarays, 223 Tottenham Court Road, London. 
Sarays. 334 Edgware Road, London. 
Sarays, 272 Edgware Road, London. 
Gultronics, 200 Tottenham Court Road, London. 
Gultronics, 15 Tottenham Court Road, London. 
Logic Sales. 19 The Broadway, The Bourne, Southgate. 
London W14. 

Chromasonic. 48 Junction Road. Archway, London N19. 
Chromasonic. 238 Muswell Hill, Broadway, Muswell Hill. 
London N10. 

G & B Computers, 242 Tottenham Court Road, London W1. 

G & B Computers, 230 Tottenham Court Road, London W1. 

Metyclean, 137 The Strand, London. 

Metyclean, 92 Victoria Street, London. 

Adams World ol Software. 779 High Road, North Finchley, 

London N19. 
Hobbyte, Arndale Centre, Luton. 

Kent Microcomputers, 57 Union Street, Maidstone, Kent. 
Square Deal, 373/375 Footscray Road, New Eltham. 
Intoto, 1 Heathcoat Street, Hockley, Nottingham. 
Logic Sales, 6 Midgate, Peterborough. 
Geerings of Ashford, 25 Queens Street, Ramsgate. 
Joe Micro (Rhyl Computer Centre), 20 Russell Road, 

Rhyl, Clwyd. 
MU Games, 245 High Street, Slough. 
Hobbyte, 10 Market Place, St. Albans. Herts. 
The Model Shop, 22 High Street. Stroud, Glos. 

L & J Computers, 192 Honeypot Lane, Queensbury, Stanmore, 
Middx. 

Bucon Microstore, Swansea. 

JKL Computers, 7 Windsor Street, Uxbridge, Middx. 

Bell & Jones, 39 Queen's Square, West Bromwich. 



^DIMENSION 

computers Ltd. 

I ^ THE MIDLAND'S LARGEST HOME COMPUTER STORE 

l(: commodore WINTER SPECIALS 



27/29 High Street 
Leicester LE1 4FP 
Tel: (0533) 57479 




CO 



FUTURE FRANCE ^ g5 

5' ' r "" " 



oms- £59 - 9 ! 



GAME 



COM 



£34-95 



COMMODORE EQUIPMENT REPAIRS 
PLEASE RING FOR FULL DETAILS OF OUR 
COMPREHENSIVE REPAIR SERVICE 

PRODUCT ENQUIRY HOTLINE 

Please ring for details of the wide range of Hardware, Software 
and Peripherals available via our mail order service. 

Commodore 1 541 Disc Drive £1 29.95 

MPS 801 Printer (Without Software) £99.95 
Commodore 1701 Colour Monitor + 

Seiko Computer Wrist Terminal/Watch £1 99.95 

Commodore 64/1 28 Green Screen Monitor £99.95 

Commodore 1 28 £269.95 

Commodore 1 570 Drive £1 99.95 

Commodore 1 28+1 570 Drive £449.95 

DPS1101 Daisy Wheel Printer £199.95 

PairQuickshot MJoysticks £14.95 

Currah Speech 64 £19.95 

PERSONAL CALLERS AND EXPORT ENQUIRIES WELCOME 

ALL OFFERS STRICTLY SUBJECT TO AVAILABILITY. 



Please add £1 .00 towards carriage + packing 
on any software order, or hardware order 
under £40.00, and £5.00 Carriage on hardware 
orders over £40.00 

To order, either send cheque/P.O. with coupon 
or ring 0533; 57479/21874 with Access/ 
Barclaycard number. 



WW 



Sendto:Dopt V< 1 Dimension Compute's Ltd . flr*^B 
, 27/29 High Street. Leicester LEI 4FP. ^ 

. ITEM QUANTITY 



TOTAL 



' Name 



' Address 



, Telephone 

. PLEASE ALLOW 7 DAYS FOR DELIVERY 




Ian Waugh blows the horn, 



puts his foot down and test 



drives the Sound Buggy. 





IT'S NOT VERY EASY TO PICK OUT A 
tune on the QWERTY keyboard, lis even 
less easy to play a tune and create a suit- 
able accompaniment for it. One 
alternative is a music editor which 
requires you to enter music a note at a 
time. If you consider this to be too slow 
but if you would still like to produce and 
play music then the Sound Buggy could 
be for you. 

The Buggy comes from the Siel garage 
at an on the road price of f99 (including 
VAT and number plates) and it is effect- 
ively a self-contained synthesiser, rhythm 
and accompaniment unit with facilities to 
record, store and playback melody lines 
and accompaniment patterns. It hooks on 
to a C64, the SX and the 128 and the phono 
and mini jack socket enable you to tune in 
with headphones or a hi-fi system. Soft - 
ware is available on disk and cassette. 

A Stel clip-on keyboard, which clips 
over the C64's keys, is supplied with the 
Buggy. You can also use Commodore's 
clip-on keyboard or Siel's full-size CMK 
49. The CMK is obviously a lot easier to 
play but the mini version works very well 
and I used it to produce quite an accept- 
able recording of Axel F. 

Options are selected through menu 
pages and movement and selection 
within screens is done with the function 



keys. In case of difficulty, pressing the 
CMDR key will pull down a help message 
across the top of the screen. At the time of 
review, the instruction booklet was not 
yet available but I had no difficulties at all 
in using the program. 

The SONG-EDIT screen displays the 
music options in windows. It is entered 
from the Song Menu screen which is used 
to select the song you want to play or edit. 
Nine songs are already stored within the 
program. 

The top left window holds instrument 
information. Instruments are designed 
using footage settings of 16, 8. 4 and 2 
which are given volumes ranging from 
nought to 31. The envelope or ADSR 
(Attack, Sustain, Decay, Release) para- 
meters range from nought to seven and 
an enveloped option lowers the volume 
just after playing the note. The program 
can store 28 sounds and 14 are provided 
upon loading. 

The bottom left window details the 
rhythm section. This can store 24 rhythms 
and already holds 14 excellent pre- 
programmed examples. A rhythm is con- 
structed from five drum sounds: two 
cymbals, bass, snare and a rim shot. 
Patterns are entered by stepping through 
a screen display divided into subdivisions 
of the beat. Drums are turned on and off 
at the press of a key and you can see at a 
glance how a pattern is constructed. New 
rhythms can be invented very easily. 

The bottom right window is the 
sequencer and controls the sections of 
the composition you are currently playing 



and recording. These will be either the 
melody (solo) line or chords. 

From the final window, top right, you 
can choose one finger chords played by 
pressing the lower half of the QWERTY 
keyboard, or you can form your own with 
theteach option. From the chords played, 
the program stores chord, bass and 
arpeggio information. These can be 
selected individually upon playback. A 
rhythm option sets the bass and chords 
into an accompaniment to compliment 
the drums. Memory holds each chord 
until a new one is played and a melody 
function plays a complete chord with 
every melody note. Vibrato can be 
switched on or off. 

The disk menu gives full control over 
loading, saving and erasing songs and 
includes a useful disc formatter. 

One of the Buggy's most exciting 
features is its MIDI section. To use this you 
need a suitable MIDI interface - such as 
Siel's - and at least one MIDI-compatible 
keyboard. The individual music sections 
of the Buggy can be routed to the 
keyboard(s) and if you have four, the four 
sections will play through different instru- 
ments producing an absolutely brilliant 
sound. Even one keyboard produces 
good results. A MIDI keyboard can be 
used to control the Buggy, too. 

As well as the rather excellent sounds 
it produces, the Sound Buggy can serve as 
an information to MIDI interfacing. It's 
easy to drive, too, so when Siel's boys say, 
"You gonna come for a ride with us" - 
you'd better go. 



'AT 




y 



'At, 



in 



K K K I rr 




you Steve Mehew 



with his amazing disk 



editor in the latest ] 



installment to find this! 



year's most talented 



programmer. 



WELL, IT DOES SEEM THAT 64 
machine coders are into 
ui j lilies. Sieve Mehew of 
Slrathhaven in bonnie Scotland 
supplied this month's entry - 
an all-singing, all-disassembling 
disk editor. His program lets 
you read in, examine and alter 
any sector of a 1541 disk. It's got 
a lot of bells and whistles. . . you 
can disassemble any machine 
code in a sector, change the 
data in decimal, hex of ASCII, 
dump to a CBM printer or a 
Centronics printer on the user 
port and ...well, try it for 
yourself! 

The program has all sorts of 
uses. . .fixing damaged files, 
recovering erased ones, 
altering the disk title and soon. 



Loaded Questions 

Of course, getting a professio- 
nal utility like this going means 
a bit of typing on your part. The 
program is around 6 k of 
machine code in two parts. 

To enter the two programs 
you need to have entered the 
machine code entry program 
lo be found elsewhere in this 
issue. Follow the instructions 
provided with the loader 
program. ED1 should be saved 
from 28160 to 32767. ED2 
should be saved from 49152 to 
51239. 

Mini-Manual 

Steve's Disk Editor is so easy to 
use you'll hardly need instruc- 
tions. However, just to get you 
started, we've provided a 



OF THE 

YEAR 



£z commodore 



diagram showing the screen 
layout and this list of 
commands. All the commands 
are single key presses and any 
further options are prompted 
for on the screen. 

Steve's Disk Editor 
At Work 

Here's a sample screen 
showing ihe editor at work. 
We've labelled some of the 
info - the other bits should be 
obvious when you use the 
program! 

Disk Editor Bool 

Enter and save this little 
program - it starts the disk 
editor going. However, you'll 
need to use the Basic Loader 
and the ED1 and ED2 listings to 



create the ED1 and ED2 files on 
your disk first! 



10 RErUSPC31STEVE'S DISK ED! 

TOR LOftZER 
20 REHESPC43IC) STEVE SEHEW 
NOV 1984 

30 REM 

40 G«CHltf C=l THEN POKE 53 
2B0.C:P0KE 53281.0 
:PftINT CHRKM7) 
50 IF C=l THEN PRINT'LOAMNG 
'ED1'...":L0AD "EDI", 9, 1 
60 IF C=2 THEN PRINT-L0ADIN6 
'ED2'...":L0AD B E02 m ,«,i 
70 SYS 28160:REf1 START EDITOR 



Dish 5lalus and errors 
appear here. 



Link bytes in hex Hell) 
and decimal (right). 



Dish Tille 



Steve's Disk 



Current (rack and sector 
In hei i left i and decimal 
(fight). 



Position ot cursor in 
sector in hei and 
decimal. 



G Track 
actor 
Posn . 



IB 
04 
00 



IB 

4 

0 



Editor 

Lnk :UeT 
07 
Data : 



Command ; 



CA00: 
CA08 : 
CA10: 
CA18: 

CA50: 
CA28: 
CA30: 
CA3B: 
CA40: 
CA4B: 
CA50: 
CA5B: 
CA60: 
CA6B: 
CA70: 
|CA78:| 



ie 07 

00 00 
00 00 
00 00 
00 00 
33 A0 
00 O0 
00 00 
00 00 
53 48 
00 00 
00 00 
00 00 
31 30 
00 00 
00 00 



Otlset Irom start lo 
sector. 



BE 11 
00 00 
A0 A0 
00 00 
00 11 
A0 A0 
00 A0 
00 00 



00 

31 



11 
31 



A0 A0 
00 00 
00 11 
A0 A0 
A0 A0 
00 00 



1 maxiBdiskfirjeGrirarj 



Tal 

7 



18 



Printer port:s 
Device: 8 Dr : 0 
Number bass:d 



09 43 43 31 » ccl 

A0 A0 A0 A0 ' 

A0 00 00 00 ' 

00 00 01 00 ' 

0A 44 SB 4A ' drj 

A0 A0 A0 A0 '3 

A0 00 00 00 ' 

00 00 02 00 ' 

0B 46 4C 41 ' f la 

A0 A0 A0 A0 'shll 

A0 00 00 00 ' 

00 00 01 00 ' 

0C 44 SB 4A * drj 

A0 A0 A0 A0 '10 

00 00 00 00 ' 

00 00 08 00| j' . , , . 



Sector data in ASCII. 



Sector data in he*. 



First byte ol sector in 
hex. 



Competition 



Reading and Writing Sectors 

COMMAND COMMENT 

C Specify the irack and sector to read in 

+ Read in the next sector 

read in the previous sector 

N move to the next track 

P move to the previous track 

F7 Follow link. The first two bytes of every sector 

in a file give the track and sector number of 
the next sector in the file. Pressing F7 follows 
this link allowing you to quickly scan through 
files. 

R Re-read sector. If you've made a mess of 

editing this key re-reads the current sector 
allowing you to try again. 

W DANGER! This command writes an edited 

sector back to the disk, destroying the sector 
that was there. Use it only when you are sure 
your edited sector is correct! 

Editing Commands 

Arrow keys move the cursor around the sector data 
HOME place the cursor at the start of the sector data 

F3 switch between the first and second half of 

the sector data - only 128 bytes on screen at 

once. 

V edit the sector data by entering a series of 

numbers in decimal or hex 
T edit the sector data by entering a string of up 

to 26 characters 
A disassemble machine code in the sector 

starting at the cursor position. 
E exclusive-Or the whole buffer with the 

number specified. 

Other Commands 



F2 

H 

D 

F5 

B 

F4 

F6 



F1 



F8 



Init drive. Use this if you've taken the disk out 
or changed to a different disk, 
display help page, 
dump screen to printer 
normal disk directory 

toggle number base between decimal and hex 
toggle between drives 0 and 1 - for 4040 or 
similar drives only 

Increment device number. Allows you toedit 
disks in drives with different device numbers 
such as a second 1541 drive. 
Toggle printer port between a normal CBM 
printer on the serial bus (s) and a Centronics- 
type printer on the user port(u). 
Quite program. You can restart the disc editor 
if it hasn't been overwritten with SYS 28160. 



EDI Listing 

28160:076 175 
28172:078 084 

28184:002 032 

28196:032 



044 

28208:105 064 
28220:141 167 
28232:144 010 
28244:076 022 



111 068 
032 068 

032 110 

110 173 

216 201 

002 076 

201 21? 

231 169 



069 086 
073 083 

138 141 

167 002 

058 144 

032 110 

176 00? 

046 076 



06? 076 
075 064 

167 002 

041 015 

002 009 

201 032 



201 
022 



193 
231 



079 080 
064 152 
074 074 
248 024 
128 076 
144 017 
144 005 
169 015 



077 069 Oil 
141 167 069 
074 074 176 
105 144 117 
022 231 
201 094 
041 223 
133 190 



024 
253 
102 
164 



inic / . » * n 

48256: 169 


1A1 1 TT 

-02 133 


nc n 

252 


1 1 c 

165 


AI C 

065 


A * A A 1 A 

240 010 


1 1 A 

16? 


AAA 

000 


AA J 

024 


I AC 

105 


A A J 

094 


inn n. i in 

28268: U8 


Hi nc i 

\ji 251 


ATI 

076 


118 


1 1 A 

110 


I/O AAA 

16? 000 


f T T 

133 


AC 4 

251 


ATA 

032 


AAA 

222 


1 AC 

195 


101QA. MA 

28280: 1:0 


I il AAA 

162 000 


Ain 

032 


1AI 

201 


nee 

255 


tin AAA 

162 00B 


1 1 A 

160 


AAA 

000 


Alt 

024 


ATI 

032 


it 1 

tTi. 


1Q101 . A 1 A 


nnn i / n 

*.29 169 


A 1 * 

014 


141 


IT' 

134 


AA1 (If 

002 166 


nc ■ 

251 


■ II 

164 


1C1 

252 


ATI 

032 


4 ' A 

loO 


hat a M ■ a a i 

-8304:021 


1 1 A 1 i A 

110 169 


AC A 

058 


ATA 

032 


AAA 

022 


231 169 


032 


032 


022 


231 


249 


1C1T 1 / . • f ft 

t8316: 160 


AAA 1 n 

000 177 


AC 1 

251 


ATA 

032 


A i A 

060 


1 I A 1 * ft 

110 169 


ATA 

032 


ATA 

032 


022 


AT 1 

231 


152 


283^8:200 


1 AAA 

192 008 


AAA 

208 


A J I 

241 


169 


ATA AT n 

039 032 


AAA 

022 


AT ■ 

231 


160 


001 


135 


28340:132 


212 136 


177 


251 


032 


066 110 


200 


192 


008 


208 


112 


aatfa n a f 

28352:246 


169 039 


032 


022 


231 


169 000 


133 


212 


1?B 


190 


041 


1m l a . AAA 

28364:048 


A t A tit 

010 165 


251 


A A J 

024 


i a r 

105 


008 133 


251 


076 


13? 


110 


244 


28376: 169 


255 141 


A 1 T 

013 


AAA 

220 


096 


169 127 


141 


013 


220 


096 


0B4 


aat a a 

28388: 147 


159 014 


AAA 

008 


005 


017 


017 032 


032 


032 


032 


032 


243 


"O 1 AA ■ AT* 

28400:03- 


ATI ATI 

032 03- 


ATI 

032 


ATI 

032 


211 


AA 1 Al A 

08* 069 


AAl 

086 


At A 

069 


ATA 

03? 


A AT 

083 


017 


"101 1 1 ■ ATn 


1 Bl ATT 

196 073 


AOT 

083 


Alt 

075 


ftTI 

032 


1 Al A f A 

197 068 


ATT 

073 


An ■ 

084 


ATA 

079 


a An 

082 


A ■ 1 

046 


28424:013 


ATI ATI 

032 032 


ATI 

032 


ATI 

032 


ATI 

032 


ATA AT A 

032 032 


ATA 

032 


ATA 

032 


ATn 

032 


1 1 T 

163 


AAA 

248 






Icj 


163 




i n 1 1 t 

163 163 


(IT 

163 


1 1 T 

163 


1 I T 

163 


1 1 T 

163 


1 n ■ 

184 


28448: 163 


t 1 T 1 1 T 

163 163 


* 1 T 

163 


1 1 T 

163 


1 / T 

163 


Ai V AIT 

013 013 


AIT 

013 


A 1 T 

013 


at n 

032 


ATn 

032 


102 


10* 1 A • ATI 

i8460:03i 


ATI ATA 

032 032 


ATA 

032 


ATA 

032 


ATA 

032 


ATA ■ A l» 

032 195 


ATn 

079 


080 


089 


082 


025 


in 1 in . utt 

28472:073 


ATI ATP 

071 072 


084 


032 


21! 


084 069 


086 


069 


032 


205 


120 


28484:069 


072 069 


087 


013 


013 


032 032 


032 


032 


032 


032 


071 


lOAOf ■ «Tn 

28496:032 


ATI Am 

032 032 


ATA 

032 


032 


032 


032 206 


079 


086 


069 


077 


053 


28308:066 


Ai n nnn 

06? 082 


ATA 

032 


Ai A 

04? 


ACT 

057 


API AP*1 

056 052 


013 


013 


013 


013 


095 


1QCI1A. ATI 

28320:032 


ATI ATI 

032 032 


032 


ATA 

032 


ATA 

032 


ATA ATA 

032 032 


ATI 

032 


197 


078 


0B3 


238 


iocti. Anr 

2B53i:0B5 


AAA A / fl 

082 069 


ATA 

032 


AAA 

049 


APT 

053 


052 049 


032 


073 


083 


032 


039 


inc ii. Arc 

28544:065 


A / T AH M 

067 084 


ATT 

073 


A A 1 

0B6 


A t n 

069 


013 017 


017 


017 


032 


032 


188 


28556:032 


ATA ATA 

032 032 


ATA 

032 


AAA 

208 


082 


069 083 


083 


032 


018 


032 


107 


inc / n. ni < 

28568:211 


AAA ml 

208 193 


195 


197 


032 


146 032 


084 


07? 


032 


080 


105 


^A^fl A a A n 

28580:082 


079 067 


06? 


068 


069 


046 046 


046 


013 


000 


162 


143 


28592:000 


189 228 


110 


240 


006 


032 022 


231 


232 


208 


245 


127 


28604:141 


032 208 


141 


033 


208 


169 008 


141 


175 


002 


169 


07? 


28616:005 


133 151 


16? 


008 


133 


150 165 


197 


201 


060 


208 


244 


28628:250 


169 000 


133 


198 


032 


234 113 


032 


241 


111 


032 


221 


nn / m al a A i 

28640:041 


114 162 


255 


154 


032 


197 112 


032 


252 


117 


032 


186 


28652:115 


118 076 


226 


in 


169 


147 032 


022 


231 


169 


000 


116 


28664: 141 


ATA AAA 

032 208 


141 


ATT 

033 


208 


169 006 


141 


134 


002 


162 


089 


AA 1 l ; AAA 

28676:000 


t A A ATA 

18? 030 


* I A 

112 


A J A 

240 


006 


032 022 


231 


232 


208 


245 


015 


A A / A A 1 f A 

28688:162 


008 160 


000 


024 


032 


010 229 


032 


092 


110 


076 


183 


*r AT A A I T A 

28700:138 


* • *» A 1 A 

113 018 


211 


A A J 

084 


a t n 

069 


086 069 


03? 


083 


032 


196 


142 


28712:073 


A AT Air 

083 075 


ATA 

032 


i m 

197 


a t n 

06B 


073 084 


079 


062 


046 


032 


196 


A AT A J - - 

28724:039 


ATA ATA 

032 032 


ATA 

032 


*nfA 

032 


ATA 

032 


ATA ATI 

032 032 


ATn 

032 


ATn 

032 


ATn 

032 


ATA 

032 


1B7 


28736:032 


ATA ATA 

032 032 


AY A 

032 


at n 

032 


ATn 

039 


ATn A 1 T 

032 013 


018 


ATn 

032 


212 


082 


140 


aat a a l A* z 

28748:065 


A / T AT C 

067 075 


APA 

058 


ATA 

03*. 


ATA 

032 


ATA ATA 

032 032 


ATA 

032 


ATA 

032 


ATA 

032 


AA J 

204 


A A * 

001 


iifti ) a ATA 

28760:078 


ATC APrt 

075 058 


A^ A 

032 


ATM 

032 


ATA 

032 


ATA A ^ A 

032 032 


ATA 

032 


ATn 

032 


ATA 

032 


AAA 

208 


AC i 

251 


r)flVl1 AAA 

28772:082 


ATT ATA 

073 078 


A A 1 

0B 4 


A / A 

069 


AAA 

0B2 


ATA AAA 

032 080 


ATA 

079 


AAA 

082 


AAl 

084 


ApA 

058 


A 1 C 

215 


1n*ttti ATA 

28784:032 


Al A Aid 

018 211 


A 1 A 

069 


AM 

067 


A A 1 

084 


ATA AAA 

079 082 


ACTA 

058 


ATA 

032 


ATA 

032 


ATA 

032 


4 I A 

140 


1BTO 1 ■ ATI 

28796:032 


ATI ATI 

032 0^2 


ATI 

03i 


ATI 

032 


ATI 

032 


ATI ATI 

032 032 


ATI 

032 


ATI 

032 


ATI 

032 


ATI 

032 


252 


lOOAfl . AH 

-8808:03*. 


ATI ATI 

032 Q3t 


ATI 

032 


i n i 

196 


a / n 

069 


Am ATT 

0B6 073 


AIT 

067 


Al A 

069 


ACA 

058 


ATA 

032 


iff 

146 


inniA . ATI 

28820:032 


ATI till 

002 196 


AA1 

082 


ncn 

058 


ATI 

032 


A i A ATA 

018 032 


AAA 

208 


ATA 

079 


AAT 

063 


ATn 

078 


AC A 

054 


nnflin ./til 

28832:046 


ACn ATI 

058 032 


ATA 

03*. 


ATA 

032 


ATA 

032 


ATA ATA 

032 032 


ATA 

032 


032 


1 Al 

196 


065 


A 1 T 

013 


Tin i j _ fin m 

28844:084 


Al p AC A 

065 058 


ATA 

032 


ATA 

032 


032 


ATA ATA 

032 032 


ATA 

032 


AA 1 

206 


085 


AT T 

077 


1 T 1 

171 


28856:066 


A f A AAA 

069 082 


ATA 

032 


Al i 

066 


Arc? 

065 


AAT A / A 

083 06? 


058 


ATA 

032 


ATn 

032 


013 


083 


inn ( n . aaa 

28868:000 


• / 1 AA1 

162 002 


• i a 
160 


AftT 

007 


All 

024 


ATA A 1 A 

032 010 


AAA 

229 


1 1 A 

16? 


AAl 

001 


1 TT 

133 


4 A 1 

101 


28880: 199 


169 006 


141 


134 


002 

V V 4> 


165 057 

A WW V W 1 


032 

V V A> 


060 

V W V 


110 

4 Al V 


056 

V h# W 


059 


28892:032 


010 22? 


160 


010 


024 


032 010 


229 


166 


057 


16? 


068 


28904:000 


032 205 


189 


032 


226 


113 162 


003 


160 


007 


024 


105 


28916:032 


010 229 


165 


058 


032 


060 110 


056 


032 


010 


229 


243 


2B928: 160 


010 024 


032 


010 


229 


166 058 


169 


ooo 


032 


205 


071 


28940:189 


032 226 


113 


162 


002 


160 018 


024 


032 


010 


229 


185 



E 



1 



= 




28952:165 060 032 060 110 056 032 010 229 160 021 024 215 
28964:032 010 229 166 060 169 000 032 205 189 032 226 106 
2B976:113 162 003 160 018 024 032 010 229 165 059 032 031 
28988:060 110 056 032 010 229 160 021 024 032 010 229 009 
29000:166 059 169 000 032 205 189 032 226 113 162 002 147 
29012:160 039 024 032 010 229 173 178 002 032 210 255 148 
29024:162 003 160 033 024 032 010 229 174 175 002 169 245 
29036:000 032 205 189 169 032 032 210 255 056 032 010 050 
29048:229 160 039 024 032 010 229 174 174 002 169 000 082 
29060:032 205 189 076 177 113 162 000 160 022 024 032 044 
29072:010 229 169 001 133 199 169 006 141 134 002 162 219 
290B4:000 160 001 132 212 189 003 110 032 022 231 232 200 
29096:224 016 208 245 169 000 133 199 096 162 004 160 248 
29108:038 024 032 010 229 165 063 032 210 255 162 004 124 
29120:160 007 024 032 010 229 165 002 032 060 110 056 055 
29132:032 010 229 160 010 024 032 010 229 169 000 166 251 
29144:002 032 205 189 032 226 113 076 096 122 169 032 230 
29156:032 210 255 076 210 255 162 001 134 058 162 019 009 
29168:134 057 162 001 134 060 134 059 162 000 142 174 179 
29180:002 134 002 134 065 169 008 141 175 002 169 085 058 
29192:141 178 002 169 068 133 063 169 048 141 112 114 066 
29204:162 01? 169 064 157 003 110 202 016 250 169 173 232 
29216:141 000 003 169 126 141 001 003 096 169 002 160 019 
29228:114 162 111 032 189 255 169 015 174 175 002 16B 074 
29240:032 186 255 032 192 255 176 049 162 015 032 19B 104 
29252:255 162 001 160 000 024 032 010 229 169 000 133 219 
29264:199 032 207 255 201 013 240 006 032 210 255 076 014 
29276:081 114 032 124 117 032 138 113 169 018 133 057 196 
29288:169 000 133 058 076 253 118 073 049 162 000 189 103 
29300:127 114 240 006 032 022 231 232 208 245 096 019 152 
29312:017 197 0B2 082 079 0B2 032 0B7 073 084 072 032 023 - 
29324:196 201 211 203 032 067 079 077 077 085 078 073 239 
29336:067 065 084 073 079 078 046 046 046 032 032 032 064 
29348:032 032 032 000 162 000 134 212 032 201 255 169 145 
29360:001 141 134 002 169 147 032 210 255 169 242 133 019 
29372:251 169 114 133 252 160 000 177 251 240 012 032 187 
29384:022 231 230 251 209 002 230 252 076 195 114 165 128 
29396:197 201 018 240 006 201 060 208 246 240 006 032 075 
29408:053 125 076 211 114 169 000 133 198 032 241 111 151 
29420:032 138 113 076 197 112 032 032 032 032 032 032 072 
29432:032 032 032 032 211 084 069 0B6 069 039 083 032 025 
29444:196 073 083 075 032 197 068 073 084 079 082 013 035 
29456:032 032 032 032 032 032 032 032 032 032 045 045 170 
29468:045 045 045 045 045 045 045 045 045 045 045 045 056 
29480:045 045 045 045 045 013 032 032 032 032 032 195 121 
29492:032 032 211 080 069 067 073 070 089 032 078 069 186 
29504:087 032 084 082 065 067 075 032 038 032 083 069 042 
29516:067 084 079 082 013 032 032 032 032 032 043 032 124 
29528:032 206 069 0B8 084 032 093 069 067 0B4 079 082 039 
29540:013 032 032 032 032 032 206 032 032 206 069 088 138 
29552:094 032 084 082 065 067 075 013 032 032 032 032 230 
29564:032 045 032 032 208 082 069 086 073 079 085 083 006 
29576:032 083 069 067 084 079 082 013 032 032 032 032 005 
29588:032 208 032 032 208 082 069 086 073 079 085 083 193 
29600:032 084 082 065 067 075 013 032 032 032 032 032 226 
29612:215 032 032 215 082 073 084 069 032 083 069 067 201 
29624:084 079 082 013 032 032 032 032 198 055 032 032 119 
29636:198 079 076 076 079 087 032 076 073 078 075 013 114 



29648:032 032 032 032 032 210 032 032 210 069 045 082 024 
29660:069 065 068 032 083 069 067 0B4 079 082 013 032 195 
29672:032 032 032 032 214 032 032 197 078 0B4 069 082 124 
29684:032 078 085 077 069 082 073 067 065 076 032 068 024 
29696:065 084 065 013 032 032 032 032 032 212 032 032 151 
29708:197 078 084 069 08? 032 084 069 088 084 013 032 156 
29720:032 032 032 198 056 032 032 209 085 073 094 032 153 
29732:080 082 079 071 082 065 077 013 032 032 032 032 203 
29744:198 051 032 032 212 079 071 071 076 069 032 198 145 
29756:201 210 211 212 047 211 197 195 207 206' 196 032 137 
29768:066 076 079 067 075 013 032 032 032 032 198 053 059 
29780:032 032 196 073 082 069 067 084 079 082 089 013 214 
29792:032 032 032 032 032 194 032 032 212 079 071 071 179 
29804:076 069 032 078 085 077 066 069 082 032 066 065 137 
29B16i063 069 013 032 032 032 032 198 052 032 032 212 171 
29928:079 071 071 076 069 032 068 082 073 086 069 013 153 
29840:032 032 032 032 19B 050 032 032 201 078 073 084 252 
29852:073 065 076 073 090 069 032 068 092 073 086 069 244 
29864:013 032 032 032 032 198 054 032 032 201 078 067 203 
29876:082 069 077 069 078 084 032 196 069 086 073 067 13e 
29888:069 032 035 013 032 032 032 032 032 196 032 032 249 
29900:196 0B5 077 080 032 083 067 082 069 069 078 032 130 
29912:084 079 032 080 082 073 078 094 069 0B2 013 032 236 
29924:032 032 032 198 049 032 032 212 079 071 071 076 120 
29936:069 032 080 082 073 078 08* 069 082 032 080 079 056 
29948:082 0B4 013 032 032 200 207 205 197 032 032 195 027 
29960:085 0B2 083 079 0B2 032 084 079 032 080 079 0B3 120 
29972:073 084 073 079 079 032 090 069 082 079 013 032 036 
29984:032 032 032 032 193 032 032 196 073 083 065 083 149 
29996:083 069 077 066 076 069 032 070 0B2 079 077 032 088 
30008:067 085 082 083 079 082 013 032 032 032 032 032 195 
30020:197 032 032 197 088 067 076 085 083 073 086 069 129 
30032:032 207 210 032 066 095 070 070 069 082 013 032 024 
30044:213 083 069 032 067 085 082 083 079 082 032 075 050 
30056:069 089 083 032 084 079 032 077 079 086 069 032 147 
30068:067 085 082 083 079 082 046 000 169 001 160 117 063 
30080:162 251 032 189 255 169 002 16B 174 175 002 032 203 
30092:186 255 032 192 255 162 015 032 201 255 032 186 151 
30104:117 032 204 255 162 015 032 201 255 032 200 117 238 
30116:162 000 032 201 255 162 002 032 198 255 032 237 196 
30128:117 162 000 032 198 255 032 201 255 096 162 000 150 
30140:189 214 117 240 006 032 210 255 232 208 245 096 184 
30152:162 000 189 227 117 240 006 032 210 255 232 208 030 
30164:245 096 066 045 082 058 050 044 048 044 049 056 071 



30176:044 048 000 066 045 080 058 050 044 049 052 052 044 
30189:000 162 000 032 207 255 157 003 110 232 224 016 099 
30200:208 245 096 035 162 006 160 000 024 032 010 229 175 
30212:169 000 133 199 133 212 162 000 189 049 118 240 072 
30224:006 032 022 231 232 208 245 162 006 160 008 024 072 
30236:032 010 229 032 101 118 096 040 067 041 083 084 193 
30248:069 086 069 032 077 069 072 069 087 195 079 077 253 
30260:077 065 078 068 059 032 032 032 032 032 032 032 110 
30272:032 032 032 032 032 032 032 032 032 032 032 032 192 
30284:032 032 032 157 157 157 157 157 157 157 157 157 049 
30296:157 157 157 157 157 157 157 157 157 157 157 157 180 
30308:000 169 000 133 204 032 228 255 201 000 240 249 019 
30320:133 204 096 141 181 002 201 072 208 003 076 168 061 
30332:114 162 000 1B9 141 119 240 008 205 181 002 240 198 




Competition 



30344:086 232 
30356:136 084 
30369:029 157 
30380:114 054 
30392:120 201 
30404:123 231 
30416:122 247 
30428:127 177 
30440:189 169 
30452:255 169 
30464:201 255 
30476:232 208 
30488:119 169 
30500:169 000 
30512:166 058 
30524:157 040 
30536:001 096 
30548:032 010 
30560:013 240 
30572:162 000 
30584:085 04? 
30596:032 201 
30608:255 232 
30620:076 210 
30632:119 162 
30644:000 202 
30656:202 133 
30668:201 255 
30680:232 208 
30692:044 048 
30704:073 001 
30716:208 002 
30728:016 002 
30740:057 189 
30752:000 133 
30764:020 020 
30776:018 018 
30788:016 016 
30800:240 Oil 
30812:118 162 
30824:118 165 
30836:173 174 
30848:139 120 
30860:049 238 
30872:008 141 
30884:032 195 
30896:063 201 
3090B: 169 068 
30920:185 002 
30932:132 204 
30944:237 201 
30956:157 000 
30968:197 066 
3O9BC;O0O 002 
30992:024 032 
31004:002 048 
31016:136 024 
31028:206 :2C 



208 243 096 019 072 
086 045 080 140 
138 13? 
121 017 



124 119 
119 175 
122 116 



127 138 
118 133 

015 032 
162 000 
245 162 
000 174 
166 057 
032 205 
004 202 
162 015 
229 169 
006 032 
032 198 

058 000 
255 162 
208 245 
255 085 
002 032 
232 208 

059 076 
162 000 
245 032 
000 165 
133 065 
162 001 
162 035 
037 120 
058 076 
020 020 
018 018 

016 016 
189 037 
035 189 

060 133 
002 073 
141 112 
175 002 
175 002 
255 169 
072 240 
133 063 
16? 001 
132 207 
013 240 
002 032 
240 015 
160 000 
010 22? 

017 169 
032 010 
162 006 



068 133 065 
120 247 11? 
124 073 120 
120 162 120 
120 141 120 
010 170 18? 
252 108 251 
1?5 255 076 
189 120 119 
002 169 000 
174 002 032 
032 205 18? 
189 032 204 
016 250 173 
032 1?B 255 
002 141 134 
022 231 076 
255 032 201 
032 204 255 

000 ;B9 159 
032 015 119 
050 058 000 
198 255 !62 
247 173 000 
0?2 110 032 
189 223 119 
204 255 096 
002 024 105 
076 092 110 
134 057 076 
134 057 076 
197 058 144 
247 119 020 
020 020 020 
018 018 017 
016 198 058 
120 133 058 
037 120 133 
057 165 059 

001 141 174 
114 032 231 
173 175 002 
032 231 255 
015 032 195 
007 169 072 
076 197 112 
133 212 032 
132 212 160 
025 201 020 
210 255 238 
208 208 174 
132 212 096 
206 185 002 
032 032 028 
229 076 206 
16C 000 02* 



067 043 
134 066 
069 000 
253 118 
005 120 
063 122 
053 125 
169 118 
000 169 

240 006 

032 205 

205 189 

032 154 

255 162 

181 002 

160 000 



078 082 
137 017 
049 127 
124 119 
240 118 
165 122 
030 



133 



126 
251 
002 032 
162 015 
032 210 
189 032 
032 154 
119 169 
03? 16? 
201 00? 
162 001 



0B7 16? 
145 073 
168 022 
105 147 
037 049 
201 127 
032 026 
232 013 
193 058 
032 136 

•yee net 

154 106 

11? 113 
000 048 
032 055 



11T 
it- 



032 



002 
092 11? 
255 032 
032 031 
11? 240 
076 253 
032 204 
000 032 
202 133 
204 255 
240 006 
066 045 
128 133 
166 057 
253 118 
253 118 
003 076 
020 020 
020 020 
017 017 
016 013 
076 005 



20? 
032 



255 
16! 



204 255 
125 162 
006 032 
118 169 
255 032 
207 255 
060 17! 
162 015 



058 
133 
002 



134 
05B 
174 



255 076 
201 012 
076 041 
255 076 

133 063 

134 066 
228 255 
001 132 
240 049 
185 002 
185 002 
056 032 
076 206 
234 056 
120 238 
C32 010 



032 210 
080 058 
002 165 

166 057 
230 058 
253 118 
020 020 
020 020 
017 017 
166 057 
120 076 
057 076 
076 253 
174 002 
041 114 
208 005 
114 169 
041 114 
076 197 
169 000 
072 160 
212 104 
174 IBS 
173 185 
16? 000 
010 22? 
120 206 
C32 010 
195 002 
22° 162 



208 
024 154 

201 218 
11? 217 
096 038 
015 144 
210 201 
044 lie 
198 075 
157 2*3 

001 019 
032 028 
255 049 
050 251 
065 085 
036 225 

202 152 
166 035 
169 161 
020 017 
018 026 
017 010 
202 090 
253 118 
253 184 
118 219 
189 115 
048 015 
169 013 

002 118 
165 172 
112 045 
141 236 
000 113 
240 032 
002 019 



141 
077 
136 045 
185 217 
229 14? 
076 094 

000 is? 



31040:18? 
31052:04? 
31064:068 
31076:032 
31083:165 

:::oo:0C5 

31112:000 
31124:11? 
31:36:121 

7 ( i to. It \i 

31160:018 
31172:16? 
31ie4:064 
31196:18? 
31208:177 
31220:03? 
31232:078 



31256:000 
31268:224 
31280:155 
31292:076 
31304:002 
31316:230 
31328:164 
31340:002 
31352:18? 
31364:004 
31376:170 
31388:199 
31400:165 
31412:065 
31424:208 
31436:230 
31448:032 
31460:208 
31472:002 
31484:165 
31496:119 
31508:169 
31520:165 



050 051 
069 070 
212 210 
064 133 
006 007 
199 075 
121 010 
197 158 



064 
122 



133 
032 



000 133 
0?6 162 

tee in 

121 165 
157 240 
084 06? 
207 210 
002 201 



31544:001 
31556:001 
31568:123 
31580:032 
31592:189 
31604:001 
31616:123 
31628:243 
31640:056 
31652:165 
31664:063 
31676:231 
31688:086 
31700:232 
31712:255 
31724:070 



002 240 
127 173 
043 122 
041 128 

150 165 

151 166 
169 001 
000 202 
160 021 
169 000 
169 001 
002 056 
240 003 
004 169 
002 165 
238 119 
014 169 
076 063 
002 041 
165 151 
026 133 

122 076 

231 169 
162 008 
032 198 
169 013 
243 123 
056 032 
133 212 
201 034 

123 201 
032 010 
252 157 

124 076 

232 224 
123 162 
208 245 
076 003 
082 069 



240 040 032 
052 05! 054 
197 078 084 
193 195 203 

057 076 210 
008 009 010 

121 197 159 
010 010 010 
240 003 232 
064 096 165 
06? 127 173 

122 16? 002 

006 160 000 
240 006 032 
064 133 05B 

004 202 016 
0B2 032 206 

058 032 000 
032 208 006 

007 076 047 

000 002 133 
032 080 124 
010 042 1?7 
150 201 024 

150 024 032 
133 199 169 
032 060 110 
024 032 010 
032 205 189 
141 182 002 
233 00B 133 
032 238 119 
023 133 150 
002 041 128 
165 151 024 

005 133 151 
122 076 096 
128 010 042 
056 233 003 

151 165 002 
096 122 169 

001 160 123 
160 000 032 
255 032 183 
032 022 231 
133 251 032 
010 229 160 
032 243 123 
240 006 032 
032 240 249 
229 160 022 
063 124 032 
169 123 162 
005 208 245 
000 189 229 
169 001 032 
124 036 066 
069 046 013 



022 231 
055 C56 
06? 082 
059 032 

121 0C0 
Oil 012 
240 003 
133 064 
208 246 
063 201 
000 002 
13* 123 

024 032 
022 231 
032 197 
250 032 

197 215 
162 003 
032 092 
126 032 
15? 173 
165 002 
065 240 
208 004 
010 229 
032 032 
169 032 
229 166 
032 226 
076 077 
002 041 

198 150 
076 096 
010 042 
105 003 
165 002 

122 032 
197 065 
133 151 
024 105 
000 133 
162 228 
186 255 
255 032 
032 243 
243 123 
004 024 
201 034 
022 231 
133 252 
024 032 
243 123 
000 189 
169 013 

123 240 
195 255 
076 079 
000 032 



232 209 245 
35 7 065 066 

fit? ff.L t D7 



048 227 
067 23? 

"it «7*i 



133 
008 



000 C32 177 

001 002 003 
013 014 012 
232 208 24£ 
162 000 189 
189 119 121 
072 208 003 
201 160 240 
032 158 153 

010 229 162 

232 208 245 

112 169 032 
253 118 096 
032 211 197 
032 1?5 120 
110 076 226 
135 121 0?6 

001 002 
024 105 
003 032 238 
169 008 133 
16? 006 141 
022 231 166 
032 022 231 

002 189 000 

113 169 000 

127 032 080 

128 010 042 

165 150 201 

122 032 080 
197 065 240 
133 151 201 
056 233 008 
080 124 198 
240 003 032 
201 002 208 
008 133 002 
212 169 147 
032 189 255 
032 192 255 
243 123 032 

123 032 243 

166 251 032 
032 010 229 
208 249 032 
076 126 123 
169 000 133 
010 229 162 
240 007 232 
063 124 032 
032 022 231 
006 032 022 
162 000 032 
067 075 083 
183 255 041 



121 029 
004 130 
162 140 
IS? 203 

075 02* 
024 226 

076 138 

013 061 
134 o:s 

000 12? 
032 241 
162 118 
197 056 
1?5 062 
173 136 
111 096 
032 150 
15B 240 

133 206 
119 165 
150 140 

134 192 

002 242 
162 081 
202 147 
133 046 
124 086 

197 161 
007 212 
124 129 

003 049 
029 031 
133 225 
002 209 
238 135 

014 164 
076 246 
032 195 
169 249 
162 221 
243 161 
123 186 
205 134 
169 224 
243 035 
032 094 
212 07? 
000 0?4 
157 167 
022 043 
076 084 
231 107 

198 14? 
032 172 
064 136 



31736:208 004 032 207 255 096 104 104 076 202 123 162 029 
31748:000 1B9 028 124 240 006 032 022 231 232 208 245 025 
31760:165 197 201 060 20B 250 032 241 111 076 138 113 016 
31772:017 032 032 032 208 082 069 083 083 032 018 032 236 
317B4: 211 208 193 195 197 032 146 032 084 079 032 067 236 
31796:079 078 084 073 078 085 069 046 046 046 000 146 114 
31808:032 084 079 032 067 079 078 084 073 078 085 069 136 
31820:046 046 046 000 164 151 166 150 024 032 010 229 116 
31832:169 014 141 134 002 169 032 032 022 231 166 002 178 
31844:189 000 202 032 060 110 169 032 032 022 231 169 068 
31B56:014 141 1B2 002 076 077 127 160 000 162 006 024 059 
31868:032 010 229 169 000 133 212 032 173 124 032 177 167 
31880:121 173 000 002 201 032 240 013 166 002 165 064 035 
31892:157 000 202 032 201 122 076 119 124 162 039 169 015 
31904:032 157 240 004 202 016 250 032 092 110 076 201 036 
31916:122 162 000 189 187 124 240 006 032 022 231 232 1B3 
31928:208 245 096 197 078 084 069 082 032 086 065 076 222 
31940:085 069 058 032 000 160 000 162 006 032 010 229 015 
31952:169 000 133 212 032 004 125 169 001 133 212 162 024 
31964:026 032 195 120 162 000 1B9 000 002 240 016 164 0B6 
31976:002 153 000 202 138 072 032 201 122 104 170 232 124 
31988:076 226 124 162 039 169 032 157 240 004 202 016 155 
32000:250 076 092 110 162 000 189 018 125 240 006 032 020 
32012:022 231 232 208 245 096 197 078 084 069 082 032 052 
32024:084 069 088 084 058 032 000 032 198 119 162 002 1B4 
32036:032 201 255 162 000 189 000 202 032 210 255 232 014 



71 



32276:096 0" 



048:208 247 076 204 255 076 127 125 169 032 032 210 017 
32060:255 032 183 255 048 001 096 076 213 125 072 072 208 
32072:173 178 002 201 085 240 003 076 104 126 169 255 14B 
32084:141 003 221 173 013 221 104 141 001 221 173 000 216 
32096:221 041 251 141 000 221 009 004 141 000 221 173 239 
32108:013 221 041 016 20B Oil 032 225 255 208 244 032 078 
32120:241 111 076 226 111 104 096 169 000 133 251 169 015 
32132:004 133 252 169 024 133 190 173 178 002 201 083 138 
32144:240 039 162 001 032 201 255 032 006 126 169 013 140 
32156:032 070 125 165 251 024 105 040 133 251 144 002 218 
32168:230 252 198 190 016 233 169 013 032 070 125 032 192 
32180:070 125 076 137 126 169 000 032 189 255 169 004 252 
32192:162 004 160 007 032 186 255 032 192 255 162 004 107 
32204:032 201 255 032 056 125 076 151 125 162 000 189 072 
32216:229 125 240 006 032 022 231 232 208 245 076 144 214 
32228:126 019 017 20B 082 073 078 084 069 082 032 067 141 
32240:079 077 077 085 078 073 067 065 084 073 079 078 131 
32252:032 069 082 082 079 082 046 046 046 000 160 000 208 
32264:177 251 041 127 201 031 144 003 076 021 126 009 191 
070 125 200 192 040 208 235 096 173 178 129 
201 085 240 006 169 085 141 17B 002 096 169 126 
32300:083 208 24B 162 000 1B9 063 126 240 006 032 022 143 
32312:231 232 208 245 076 226 111 019 017 205 213 211 002 
32324:212 032 066 069 032 212 215 207 032 066 0B9 084 104 
32336:069 083 032 073 078 032 200 197 216 032 078 085 231 
32348:077 066 069 0B2 046 032 032 032 032 032 032 000 112 
32360:104 201 065 144 006 201 096 144 018 073 032 032 196 
32372:210 255 032 234 255 032 225 255 240 018 104 096 024 
32384:076 226 111 201 091 176 236 144 232 173 178 002 182 
32396:201 085 240 013 032 204 255 169 004 032 195 255 033 
32408:162 000 032 201 255 169 000 133 197 032 241 111 149 
32420:032 138 113 032 092 110 076 226 111 224 014 240 036 



Tin 



32432:018 162 000 134 212 189 204 126 240 006 032 022 241 
32444:231 232 208 245 076 226 111 162 042 160 000 132 221 
32456:212 076 181 126 019 017 197 210 210 207 210 032 105 
32468:079 078 032 073 078 080 0B5 084 032 076 073 078 036 
32480:069 045 032 198 085 078 067 084 073 079 078 032 120 
32492:067 065 078 067 069 076 076 069 068 000 019 017 139 
32504:211 079 082 082 089 044 032 076 065 077 066 069 218 
32516:082 032 079 085 084 032 079 070 032 082 065 078 036 
32528:071 069 046 046 046 032 032 032 032 032 032 032 006 
32540:032 032 032 000 165 002 133 251 169 202 133 252 151 
32552:032 000 192 032 241 111 076 138 113 169 000 133 253 
32564:002 133 065 012 092 110 169 005 133 151 169 008 097 
32576:133 150 076 096 122 169 001 133 212 032 096 165 169 
32588:096 165 150 056 233 OOB 010 170 189 112 127 133 245 
32600:251 189 113 127 133 252 165 151 056 233 005 024 251 
32612:106 170 189 144 127 168 173 182 002 145 251 096 061 
32624:095 217 135 217 175 217 215 217 255 217 039 219 025 
32636:079 218 119 218 159 218 199 218 239 218 023 219 202 
32648:063 219 103 219 14! 219 133 219 0CC 001 C0C 002 227 
32660:003 000 004 005 000 006 007 162 039 169 032 157 220 
32672:240 004 202 016 250 096 068 069 040 067 041 083 056 
326B4:077 049 057 056 052 160 000 162 006 024 032 010 089 
32696:229 169 000 133 212 032 173 12« 032 177 121 173 223 
32708:000 002 201 032 208 003 076 157 124 162 000 189 070 
32720:000 202 069 064 157 000 202 202 208 245 032 092 145 
32732:110 076 226 111 189 191 064 157 153 191 000 251 147 
32744:212 253 157 191 076 255 004 153 013 084 068 069 231 
32756:131 000 000 000 000 0B3 000 143 127 232 000 000 192 



ED2 Listing 

49152:169 022 141 081 194 169 127 141 013 220 169 
49164:032 022 231 169 000 133 253 032 156 192 032 
49176:193 206 0B1 194 208 241 169 255 141 013 220 
49188:022 194 082 079 085 0B4 073 078 069 083 032 
49200:082 069 032 067 079 060 0B9 082 073 071 072 
49212:032 083 084 069 086 069 032 077 069 072 069 
49224:044 032 050 032 079 0B6 069 082 084 079 078 
49236:080 065 0B2 075 044 032 083 084 082 065 084 
49248:069 086 069 078 044 076 065 078 065 082 075 
49260:072 073 082 069 044 032 083 067 079 084 076 
49272:078 068 044 032 077 076 049 048 032 054 085 
49284:046 032 032 084 072 065 07B 075 083 032 084 
49296:032 082 065 068 073 079 032 079 078 069 046 
49308:168 177 251 133 010 170 189 000 198 133 018 
49320:000 199 201 009 208 004 160 001 132 253 010 
49332:189 247 193 133 15B 189 24B 193 133 159 165 
49344:032 109 194 165 251 032 109 194 169 058 032 
49356:231 032 017 194 165 010 032 109 194 165 018 
49368:021 230 01B 160 001 177 251 072 032 017 194 
49380:032 109 194 200 196 018 20B 241 198 018 056 
49392:010 229 160 01B 024 032 010 229 166 010 169 
49404:195 032 022 231 189 000 196 032 022 231 189 
49416:197 032 022 231 166 018 240 076 032 017 194 
49428:240 036 160 000 177 158 240 064 201 046 240 
49440:032 022 231 200 206 242 132 147 160 002 177 



147 057 
120 104 
076 229 
065 214 
084 160 
0B7 121 
032 051 
072 164 
0B3 19B 
065 166 
087 082 
079 126 
032 111 
189 000 
170 235 
252 135 
022 023 
240 075 
104 213 
032 194 
000 037 
000 055 
202 155 
006 052 
251 044 



Competition 



49452: 134. 032 
49464:208 222 
49476:201 046 
49488:160 001 
49500:169 013 
49512:078 069 
49524:046 046 
49536:105 001 
49548:240 001 
49560:165 252 
49572:251 056 
49584:200 170 
49596:109 194 
49608:000 036 
49620:046 000 
49632:000 036 
49644:036 046 
49656:193 194 
4966B: 193 219 
49680:193 169 
49692:010 229 
49704:232 20B 
49716:069 083 
49728:146 032 
49740:069 046 
49752:071 072 
49764:072 069 
49776:074 074 
49788:105 064 
49800:237 152 
49812:202 074 
49824:032 056 
49836:072 181 
49848:032 
49B60:193 
49872:076 144 
49884:201 003 
49896:240 074 
4990B:237 165 
49920:066 079 
49932:063 079 
49944:067 079 
49956:066 065 
49968:066 065 
49980:063 065 
49992:080 069 
50004:063 069 
50016:082 065 
50028:074 065 
50040:083 065 
50052:083 0B3 
50064:066 083 
50076:063 083 
50088:084 076 
50100:076 076 
50112:067 067 
50124:067 067 
50136:067 067 



230 
104 



109 194 177 
165 253 208 
240 006 032 
177 251 032 
076 022 231 
032 074 065 
046 033 165 
144 002 
096 104 
133 156 169 
164 156 170 
232 208 001 
076 092 193 
046 044 088 
036 046 044 
046 000 040 
041 044 0B9 
193 198 193 
193 224 193 



251 032 
086 160 
022 231 
109 194 
077 065 
067 079 

251 101 

252 133 
076 030 
036 032 
016 001 

200 152 
000 035 
000 036 
088 000 
036 046 
000 040 

201 193 
225 193 



029 076 022 231 162 



008 
104 



245 
199 



162 000 169 
245 165 197 

083 032 018 

084 079 032 
046 046 000 
084 032 083 
087 044 032 
032 120 194 
216 201 058 
160 000 032 
144 250 032 
248 176 237 
192 072 202 
205 165 147 
!49 174 232 
192 044 010 
240 084 144 
032 175 
1B5 032 
063 063 063 
065 063 066 
063 063 063 
0B2 063 080 
063 063 063 
082 063 082 
076 063 074 
076 063 067 
063 063 063 

082 063 066 
063 063 063 

083 063 068 
063 063 083 
063 063 076 

084 063 076 
076 063 067 
063 063 067 
068 063 066 
063 063 063 



050 194 
201 060 

032 211 
067 079 
002 067 
084 069 
049 057 
104 041 
144 002 

033 246 
208 247 
032 143 
208 247 
032 106 
224 002 
002 048 
057 169 
032 213 
237 032 
079 065 
079 063 
079 065 
065 082 
065 082 
069 063 
069 076 
069 063 
065 082 
065 063 
065 0B2 
063 084 
083 083 
076 076 
076 076 
076 084 
067 068 
067 063 
067 068 



109 194 


164 


147 


200 


253 


000 177 


158 


240 


024 


165 


200 208 


242 


132 


147 


239 


164 147 


200 


208 


228 


159 


06B 069 


076 


069 


073 


076 


066 046 


046 


046 


046 


050 


018 144 


002 


230 


252 


170 


251 165 


252 


201 


203 


019 


192 165 


251 


133 


155 


151 


022 231 


160 


001 


177 


150 


136 101 


155 


144 


001 


235 


032 109 


194 


138 


032 


052 


036 046 


000 


036 


046 


027 


0*6 044 


0B9 


000 


036 


153 


0j6 046 


044 


0B9 


000 


175 


044 088 


041 


000 


040 


129 


036 046 


041 


000 


193 


080 


206 193 


211 


193 


214 


070 


22B 193 


235 


193 


242 


231 


024 160 


003 


024 


032 


117 


240 006 


032 


022 


231 


113 


208 250 


096 


208 


082 


144 


208 193 


195 


197 


032 


125 


078 084 


073 


078 


0B5 


213 


079 080 


0B9 


082 


073 


243 


086 069 


032 


077 


069 


148 


056 053 


072 


074 


074 


071 


015 248 


024 


105 


144 


007 


009 128 


076 


022 


231 


100 


076 144 


192 


076 


172 


120 


144 245 


032 


019 


202 


155 


246 162 


002 


181 


173 


056 


044 010 


002 


080 


003 


205 


247 162 


000 


104 


149 


005 


20B 245 


032 


124 


246 


081 


092 165 


186 


240 


08B 


215 


096 133 


185 


164 


183 


0B7 


243 165 


186 


032 


009 


066 


019 238 


133 


193 


165 


031 


063 060 


079 


065 


063 


060 


063 063 


079 


065 


063 


055 


063 074 


065 


063 


063 


063 


063 066 


065 


0B2 


063 


110 


063 083 


065 


063 


063 


064 


063 063 


069 


076 


063 


113 


063 066 


069 


063 


063 


135 


063 063 


069 


076 


063 


120 


063 080 


065 


082 


063 


164 


063 063 


065 


082 


063 


154 


063 063 


083 


063 


063 


171 


063 083 


083 


083 


063 


010 


063 084 


083 


084 


063 


021 


063 076 


076 


076 


063 


242 


063 066 


076 


063 


063 


010 


063 076 


076 


076 


063 


028 


063 073 


067 


068 


063 


220 


063 063 


067 


068 


063 


221 


063 067 


083 


063 


063 


245 



50148:067 
50160:066 
50172:063 
50184:072 
50196:063 
50208:083 
50220:073 
50232:069 
50244:063 
50256:086 
5026B:063 
50280:076 
50292:063 
50304:063 
50316:084 
50328:089 
50340:068 
50352:067 
50364:068 
50376:078 
50388:063 
50400:080 
50412:080 
50424:069 
50436:063 
50448:076 
50460:063 
50472:080 
50484:063 
50496:073 
50508: 0B0 
50520:073 
50532:063 
50544:083 
50556:063 
50568:089 



50580:099 



50592:089 
50604:089 
50616:066 
5062B: 0B9 
50640:069 
50652:063 
50664:088 
50676:063 
50688:000 
50700:000 
50712:000 
50724:001 
50736:001 
50748:000 
50760:000 
50772:000 
50784:000 
50796:002 
50808:000 
50820:001 
50832:001 



083 073 
083 063 

083 073 
082 083 
082 083 
078 063 
078 079 

078 063 

079 0B3 
079 063 

079 083 
068 079 
068 079 

084 063 
084 0B4 
084 088 
068 068 
06B 063 
068 068 
077 069 
077 069 
066 063 
066 078 

066 063 
065 076 
065 063 
065 076 
C6B 076 
068 076 
082 063 
082 082 
082 063 

067 082 
067 063 
067 082 
063 065 
065 088 
065 08B 
065 088 
065 088 

080 067 
080 063 
080 067 
067 080 
067 067 

001 000 

002 002 
002 000 
001 001 

001 000 

002 002 
001 000 
001 001 

001 000 
0C2 002 

002 000 
001 001 
001 000 



063 073 083 
063 063 0B3 
063 082 082 
063 063 082 
063 076 082 
063 073 078 
063 077 078 
063 063 078 
063 072 079 
063 063 079 
063 084 068 
063 077 068 
063 069 06B 
063 084 084 
063 067 084 
063 063 084 
063 065 068 
063 068 068 
063 080 077 
063 080 077 
063 076 077 
063 080 066 
063 069 066 
063 063 066 
063 080 065 
063 063 065 
063 082 068 
063 084 068 
063 067 068 
063 063 082 
063 067 082 
063 063 0B2 
063 065 067 
063 063 067 
063 063 065 
063 089 065 
063 065 065 
063 089 065 
063 083 065 
063 089 065 
063 089 080 
063 063 080 
063 086 067 
063 086 067 
063 068 067 
000 000 001 
000 001 001 
000 000 002 
000 000 001 
000 000 001 
000 000 001 
000 002 002 
000 000 002 
000 000 001 
000 001 001 
000 000 002 
000 000 000 
000 001 001 



078 063 
073 063 
063 063 
083 063 
063 063 

079 063 
063 063 
079 063 
083 063 
083 063 
063 063 
079 063 
063 063 
0B4 063 
063 063 
063 063 
065 063 

068 063 
063 063 

069 063 
063 063 
078 063 
063 063 
078 063 
076 063 
076 063 
063 063 
076 063 
063 063 
082 063 
063 063 
082 063 
082 063 

082 063 
063 063 
088 0LZ 

083 063 
088 063 
063 063 
08B 063 
088 063 
067 063 
063 063 
067 063 
063 063 

001 000 
000 000 

002 000 

000 000 

001 000 
000 000 

002 000 

000 000 

001 000 
000 000 

002 000 

000 000 

001 000 



067 083 

083 083 
063 082 
080 082 
063 0B2 

076 078 
063 078 

084 079 

077 079 
076 079 
063 068 
086 068 
063 068 
069 063 
084 084 

066 066 

068 068 
076 068 
080 077 

078 077 
063 077 
078 066 
063 066 
075 065 
063 065 

067 065 
0B4 068 
073 068 
063 068 
065 082 
063 0B2 
083 067 

080 067 
073 067 
089 065 

067 065 
063 065 
089 065 
089 065 
089 080 
089 080 

068 080 
088 067 

081 067 
063 067 
000 001 
000 001 
002 001 
002 002 
000 002 

000 001 

001 001 
000 002 
000 001 
000 001 
000 001 

002 002 
000 002 



073 063 
063 063 
083 063 
063 063 
083 063 
079 063 
079 063 
063 063 
0B3 063 
063 063 
079 063 
063 063 
079 063 
088 063 
0B4 063 
068 063 

068 063 
083 063 

069 063 
063 063 
069 063 
079 063 
07B 063 
063 063 
076 063 
063 063 
076 063 
063 063 
076 063 
082 063 
082 063 
063 063 
082 063 
063 063 
088 063 
063 063 
063 063 
088 063 
088 063 
063 063 
067 063 
063 063 
067 063 
063 063 
067 063 

000 000 

001 000 
000 000 

002 000 

000 000 

001 000 
000 000 

002 000 

000 000 

001 000 
000 000 

002 000 
000 000 



073 

065 

091 

119 

118 

140 

133 

133 

187 

172 

163 

189 

157 

231 

023 

248 

191 

226 

003 

033 

011 

045 

030 

021 

054 

040 

094 

117 

085 

159 

180 

167 

176 

161 

190 

211 

215 

051 

032 

062 

090 

006 

035 

065 

001 

0C4 

020 

033 

046 

054 

067 

081 

092 

100 

lie 

127 
141 
151 



E 



Competition 



50844:000 


002 


000 


000 


001 


001 


001 


000 


001 


001 


001 


000 


164 


51048:008 


001 


000 


ooo 


012 


005 


005 


000 


009 


011 


000 


OOO 155 


50856:000 


001 


000 


000 


002 


002 


002 


000 


001 


001 


000 


000 


177 


51060:000 


003 


003 


000 


008 


007 


000 


000 


000 


006 


006 


000 149 


5086B:001 


001 


001 


000 


000 


002 


000 


000 


002 


002 


002 


000 


191 


51072:000 


010 


000 


000 


002 


002 


002 


000 


008 


ooo 


008 


000 160 


50880:001 


001 


000 


000 


001 


001 


001 


000 


000 


001 


000 


000 


198 


51084:005 


005 


005 


000 


009 


011 


000 


000 


003 


003 


004 


000 185 


50892:002 


002 


002 


000 


001 


001 


000 


000 


000 


001 


001 


000 


214 


51096:008 


007 


008 


000 


000 


006 


000 


000 


001 


010 


001 


000 193 


50904:000 


002 


000 


000 


000 


002 


002 


000 


001 


001 


000 


000 


224 


51108:002 


002 


002 


000 


008 


001 


008 


000 


005 


005 


005 


000 202 


50916:001 


001 


001 


000 


000 


001 


000 


000 


002 


002 


002 


000 


238 


51120:009 


011 


000 


000 


003 


003 


004 


000 


008 


007 


008 


000 229 


50928:001 


001 


000 


000 


000 


001 


001 


000 


000 


002 


000 


000 


246 


51132:006 


006 


007 


000 


001 


010 


000 


000 


002 


002 


002 


000 224 


50940:000 


002 


002 


000 


000 


010 


000 


000 


000 


002 


002 


000 


014 


51144:008 


001 


008 


000 


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Peter Thomas has braved 
bullets and shellfire to bring 
you this review of US Gold's 
Crusade in Europe for the 
C64. 



E 



PREPARE FOR BATTLE! NO THIS IS NOT 
a quick, trigger-happy game, but a 
sophisticated, thought provoking, 
strategy game which I found highly enter- 
taining and absorbing. 

You play either the Allied or German 
Supreme Commander and control the 
fate of Europe in 1944. You can change the 
course of history from your own living 
room. 

The game has five different scenarios. 
Each allows you to enter the battle for 
France at a different stage. 

The first part is the battle for 
Normandy. The scene is set, June 1944. 
The war in Europe hangs in the balance. 
Three Elite paratroop regiments have 
been dropped in advance and the Allied 
infantry divisions have just landed and 
started moving in land. The Germans try 
to drive you back into the sea as reinforce- 
ments for both sides begin to arrive. 

Choose which army you wish to 
command, then play a friend or pit your 
wits against the computer. You are 
allowed to alter the balance of play 
according to your experience. 

Using a joystick or keyboard for 
control, you first freeze the action to 
allow you time to examine your troops, 
the opposition, survey the countryside 
and decide your strategy. Once you have 
formulated your plan of action you start 
giving your orders. You can order 
different units to attack, defend or move. 

Will you decide to risk an all out 
offensive or dig in and wait for reinforce- 
ments to arrive? You make all the 
decisions, tap in your orders and watch 
the battle take place on the screen. But 
keep your eyes peeled as the enemy 
moves around and always be prepared to 
rethink your strategy. 

At any time you may call up any units 
and receive a current status report. How 
many men are left? How experienced are 
they? What is their efficiency level? Do 
they need to be rested for a while? Can 
you spare them? You must decide all 
this. 

As Supreme Commander you can 
never go to sleep because even at night 
the messages keep rolling in: "Attack 
must be halted", "Await further orders", 
"We have captured Paris", "Are supplies 
running out?". However you can freeze 
the action at any time if you are in need of 
refreshment or a stiff drink to calm your 
nerve endings! I recommend that you 
keep a spare disk handy so the current 
situation can be saved at any time. 



GAM I 





□ I'll INMINII'V O I V I 
"ME PRE PTinLhlHC 
FMEMM IS IN DC PI UV 
OMR PRE HER 

'ii'lll sin JUNE It, 1 



I 51 UN 

VED FDR Mil T I D N . 

nuv . " 

1944 CltllB 




The second part is the race for the 
Rhine. After liberating France the Allies 
rush towards the Rhine to secure the 
German borders, Belgium and Holland. 
Again there is a short and long variation. 

The scrolling screen allows you to have 
an overall picture of the battle as it 
progresses. Also the computer constantly 
tells you the present date, time and 
weather conditions. 

The graphics are extremely realistic 
and the battle is easy to follow. The sound 
effects make the war come to life - the 
volume level of each attack indicates how 
much damage is being inflicted on the 
opposition. 

Operation Market Garden is the next 
section which allows you to control 
Hitler's crack SS Panzer troops in a last 
desperate bid to split the British and 
American armies and force them back 
into the sea. Can you succeed where 



Hitler failed? Or will the snowy, wintry 
conditions overcome your offensive? 

The final Crusade for the Battle for 
France is the big one. Start from the 
landing of the troops in Normandy, 
secure a beach head, push the Germans 
backwards as you liberate Paris and then 
race across France and Belgium to the 
German borders. 

This program has many interesting 
features. At any time you can press "?" to 
receive an up-to-date status report on 
how many casualties have been sustained 
by each side and who is currently 
winning. And, at the end of each section, 
you will be awarded a final rank for your 
performance ranging from Private to 
Supreme Commander. 

Even if you have no previous 
experience of strategy games, I strongly 
recommend you buy Crusade in Europe - 
you won't be disappointed. 




WILD WEST 




nctudes:- 




A BANK H 






S SHOOTIN' COMPETITION 



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WILD 



WEST - Commodore 64 Cassette £9.95 Disk £12.95 



anoia 



HIGH PERFORMANCE PROGRAMS 




Forestry Lesson 

WHAT IS YOUR APTITUDE FOR TREE 
recognition? Can you track someone 
through the wilds of Sherwood Forest? 
Perhaps you need not be too hot on 
beeches and birches but some form of 
pattern recognition comes in helpful 
once you get into Robin of Sherwood - 
Adventure International's latest graphics 
adventure for the C64. 

Being an avid follower of the TV series, 
I wondered if the computer game would 
be a big let down. The answer, fortun- 
ately, is quite a big no. Adventure Inter- 
national has built up a fair reputation for 
its games and this one certainly can be 
favourably compared with past successes. 

Robin takes about six minutes to load , 
which is quite a long time when you 
realise that a fast loader has been incor- 
porated. . .possibly they have gone for a 
slower 'fast load' to overcome some of the 
loading problems encountered by some 
companies who use 'super fast loaders'! 

The review copy loaded without a hint 
of a glitch and six minutes is not very long 
to wait anyway. . .loading in the data from 
a previously saved game is fast - about 25 
seconds. This is a useful facility, as all the 
interesting options initially presented by 
the game as your progress unfolds. . .seem 
to end in disaster! 

The graphics are good and for the 
most part are very clear with the impres- 
sion of good detail. They are 'drawn' on 
the screen very quickly, which is a good 
thing because you can't turn them off! 

I am not a wholehearted supporter of 
graphics with everything. I would usually 
prefer that the effort had gone into the 
text and implementation of the game 
play. Here, I have to admit that the visual 
impression is pleasing and certainly does 
not detract from the business of 
adventuring! 

Once loaded, your first task is to get 
Robin and his merry men (not so merry at 
this moment, and only two of them!) out 
of the dungeon at Nottingham Castle. For 
those that get fed up with trying to do this 
the hard way - the instruction leaflet 
I reveals all. . .well almost all! 

You may feel slightly frustrated for a 
few minutes but persevere and don't 
■ forget to examine things/peoplp as you 
progress! Having escaped from the 
dungeon, you now have to get out of the 
castle. 



ADVENT!! 




In conquering this first little puzzle, 
you will already have started to 'feel out' 
how Adventure International has set up 
the input command interpreter. You do 
not have to 'OPEN DOORS' and then 
move through them, all that is needed is 
'GO DOOR' and the rest follows 
naturally. 

If you apparently cannot move to a 
certain object or place, try 'GO XXXX' you 
may achieve the desired result. You must 
also determine what is and ts not under- 
stood and what sort of response you get in 
each case. 

Some programs will indicate if they do 
not recognise a word. This one ignores 
them completely. Beware of giving an 
instruction and believing that it has been 
carried out because there was no 
response to the contrary! 

Even though only the first four letters 
of a word are necessary for the program to 
know what you are talking about - check 
that your spelling is correct. 'EXAM PRRIS' 
instead of 'EXAM PRIS' (examine 
prisoners) will elicit the standard response 
that nothing special is seen' and 
examining things is important! 

If you saw Robin 0/ Sherwood on the 
box. you are at a slight advantage, as all of 
the events portrayed in thisadventureare 



related to various episodes and places 
seen in the series. Although, as I have not 
yet solved all of the problems set, there 
may be a few twists that I haven't yet come 
across. 

The game certainly does not require a 
knowledge of the TV plots, so if you do 
not have that feeling of 'deja vu' just enjoy 
solving a series of logical puzzles that have 
to be completed in the correct sequence. 

Once out of the castle you will come 
face to face with Heme the Hunter. He 
will tell you that it is your task to find the 
six Touchstones of Rhiannon and then 
return them to their rightful place. 

A touchstone was used to test the 
purity of gold or silver but I doubt 
whether this small gem of information will 
help you very much! 

Once you have left Heme you find (or 
lose!) yourself deep in Sherwood Forest. 
There are 53 locations that have a descrip- 
tion saying that you are in the forest - and 
nothing else! 

Panic not. Just reach for your pencil 
and paper, all is not quite the maze it first 
appears - hence the earlier reference to 
pattern recognition. 

Around aboutand here and there, you 
will find various places that obviously call 
out for a more careful study and of course 



Adventures 



herein lies the crux of the game. Odd 
bods appear from lime lo time and some 
of these may be requested to follow 
Robin and lend much needed aid at 
critical moments. 

As the sequence of events is important 
it is wise to 'save' your progress at various 
different points - in case you later find 
you need to tackle things in a different 
order. 

Altogether an enjoyable game that 
should keep beginner and expert out of 
mischief and pleasantly frustrated for 
some time. 

Old But Fun 

US Cold has added to its range of adven- 
tures available in the UK by releasing C64 
versions of two games that have been 
around for some time on other machines. 
The first of these Wizard and the Princess 
was seen on the Atari severaj years ago 
and shows its age by the simple input 
command analyser. 

The storyline is pretty thin - wicked 
wizard kidnaps fair princess. . .hero 
needed to rescue same! The slightly 
whacky twist is more in the instructions 
than in the game: The wizard as narrator, 
bemoans the fact that previous heroes 
have beaten him and that he hopes to do 
better against you! 

Inputs are expected as just two words - 
verb/noun. In some ways this poses less 
problems to the user than some of the 
more modern complex analysers. Pro- 
viding you have the right two words, there 
is no frustration trying to get the order 
and syntax correct! 

Of course getting the right words can 
still take time! The vocabulary in adven- 
ture games is gradually becoming some- 
what of a standard feature these days so 
EXAMINE is part of the player's normal 
armoury. This is one of the slight dif- 
ferences you will notice with Wizard and 
the Princess. Here you must use LOOK. 

You must also literally restrict yourself 
to two words. The program does not 
automatically disregard such words as A, 
TO or THE. It is surprising how even in the 
less complex games today how much 
progress is overlooked! 

The program is available on disk only, 
and uses it all the time. Nearly every input 
command has the disk unit whirring away, 
checking something, or reading in new 
data. Each location has its own graphics, 
these are colourful and very clear but use 
fairly simplistic designs. 

One point that I found slightly 
frustrating was that all words had to be 
entered in full to be recognised. . .lazy, 
that's me! A save game facility is imple- 
mented by using a separate disk (not 
supplied!). As death occurs regularly 
whilst you suss out the problems before 
you, this is a definite plus point! 

Text is kept to a fairly low level with 
many of the clues occurring within the 



pictures themselves, even if you do need a 
little imagination sometimes to associate 
that red blob as a rock! 

Most of the puzzles, once solved, 
make you want to kick yourself for not 
having seen them earlier. . .always a good 
sign in an adventure game. The action is 
subdivided into a number of separate 
scenarios, each of which needs lo be 
completed before you can move on to the 
next. Make sure you have done all that 
can be done before you move on! 

With the low amount of information 
presented as text and the simple graphics, 
the actions of the player would seem to be 
somewhat limited. This may seem to be a 
good thing for beginners but my feeling is 
that they may become bored and a little 
frustrated, whereas the more 
experienced adventurer will probably 
have a little more 'stamina' and be 
prepared to ferret away at each location 
trying to find the anomaly that is the vital 
clue. 

Wizard and the Princess is unlikely 
now to challenge the leaders in the 
adventure games world but it presents a 
good challenge to the players' 
observation and use of limited syntax and 
vocabulary. 

Classic Aberration 

The second release from US Gold is 
Ulysses and the Golden Fleece. I always 
thought that it was jason that got involved 
with this particular hearth-rug but then 
perhaps there is a copyright problem with 
some of Virgil's descendants! 

This program is presented in a very 
similar manner to that above, with limited 
text, simple but descriptive graphics and 
on disk only. The graphics seem to have 
had a little more work done on them and 
the full use of the Commodore's 
colours makes even these cartoon like 
pictures come to life. 

The story is as you would expect, 
Ulysses must equip his ship and crew... 
sail off... avoid various lethal hazards... 
and return with the fleece, to present to 
the king. 

The initial scenario allows for more 
manoeuvring than Wizard and the 
Princess so beginner adventurers may feel 
more inclined to persevere. Save your 
position fairly often once you have solved 
the first few puzzles, as death is never far 
away. 

The dangers you will meet are varied, 
ranging from storms at sea to angry gods. 
Your memories of Greek myths may help 
a bit but some of the puzzles are quite 
subtle so keep a weather eye open all the 
time. . .observe and observe again. 

Observation Plus 

Whether Hacker from Activision will go 
down as an adventure or not, time will 
tell. It has all the hallmarks to suggest that 



it should, as, for instance, there are no 
instructions. You have to find out what it's 
all about yourself! 

lust a few words could make it more 
interesting to play, though. The leaflet (I 
nearly said instructions! ) implied that the 
player has hacked - accidentally - into an 
unknown computer system. From there 
on in... well, observation and a handy 
paper and pencil are paramount. 

I appeared to be controlling some 
mega-powerful machine, cruising around 
beneath the surface of the earth (what 
for?). Power is the watchword, power to 
dominate the world - but am I a goody or 
a baddy? Do I assist the machine or foul it 
up and if so, how? 

The system recognises there has been 
a security leak... and not me either. It 
starts asking awkward questions about 
what has been displayed on the screen a 
few minutes ago. I hope you've got a 
photographic memory with total recall. I 
haven't! 

After the fifth or sixth attempt I had to 
call it a night even with paper and pencil 
ready, and willing to note down any perti- 
nent facts. Starting from the beginning 
every time I failed to remember some vital, 
detail and it all became just too much of a 
chore. . . 

If only I knew what it was I was doing 
down there under the earth - other than 
passing time between awkward 
questions. I shall watch the top 10 charts 
with anticipation and hopefully memory! 

Top 10s 

A number of mags publish lists of top 10s, 
these are derived in several different 
ways. Some are from particular distri- 
butor's sales to their outlets. Some are 
from inputs from the readers themselves. 
If you sit down and think about it, sales 
could be merely a reflection of how good 
the advertising hype was for that parti- 
cular product and not how good an 
adventure it is! 

What adventures 'turn you on'? My 
top 10 would include the following; The 
Zork Trilogy by infocom. several of the 
Level Nine adventures, Exodus: Ultima III 
from US Gold, The Hobbit by Melbourne 
House, one or two from Adventure Inter- 
national, Wftch's Cauldron by Mikro- 
Gen, The Lords of Midnight from Beyond, 
something from Interceptor Micros and 
for pure wonder of animation - 
Impossible Mission from US Gold. 

Yes, I know that gives us more than 10 
but which would you choose? Write in 
and let me know.perhaps I'm missing out 
on something - or my memory is failing! 
Make sure you address any letters to 
Runecaster', Your Commodore etc. The 
editor has enough correspondence to 
open without giving him any extra! 



LAST MONTH I LOOKED AT THE MUSI- 
cal software available (or the C64 - the 
computer equivalent to a Christmas 
stocking drum set. This month. I will 
describe a non-messy approach to paint 
boxes. Those of you with children will 
have discovered the never ending appeal 
of pens, paint and colouring books. The 
main problem, however, is the mess 
generated. I shall not recount the number 
of times I've found felt tip pen stains on 
my children's bedding! 

As with the musical packages, there are 
a wide range of products which cater for 
all sizes of purse. These range from the 
very cheap and simple software to more 
expensive software/hardware packages. 

The majority of the packages that I will 
describe are drawing programs. Two 
however are rather more like languages 
or Basic extensions. 

There are two basic ways of creating 
graphics on the C64 and C-16. First we can 
build up pictures from the normal 
character set or from redefined 
characters. Only the Rolf Harris drawing 
program uses this approach. The second 
method is to use bit mapped mode. In this 
mode, individual pixels can be altered 
allowing the creation of complex curves 
and other shapes. Bit mapping is available 
in two modes. A high resolution mode 
allows only two colours in any one 
character space but permits highly 
detailed work. Multicolour mode sup- 
ports four colours in any character space 
but gives slightly coarser results. Both 
have their uses and it's up to you to 
choose. 

Since most of the sketching packages 
use the same or similar set of commands, I 
have compared them in the table and will 
only mention their peculiarities or useful 
features. 

You may notice from the table that 
there is a core of commands which is 
common to most of the software. All 
programs, for instance, allow the drawing 
of dots, lines and circles. This is hardly 
surprising since these form the 
foundation for any sketch. 

Before going into too much detail, I 
had better briefly describe the items listed 
in the table. 

Mode relates to either high resolution or 
multicolour. 

Points is a command for the control of 
individual pixels. 

Line allows the drawing of a line between 
two specified points. 



nE 



Rays involves the drawing of a number of 
lines, all with one end starting at the same 
point. 

Box relates to the drawing of a quad- 
rilateral by defining two opposite corners. 
Circle as implied by its name draws a circle 
of specified size and position. 
Ellipse is similar to circle and allows the 
drawing of elliptical shapes. 
Arc allows the drawing of curves. 
Fill/Paint colours in a drawn area in a 
specified solid colour. 
Pattern fill is the same as fill but allows 
patterns. 

Air Brush gives a sequence of controlled 
random dots and is useful for shading. 
Screens; many packages provide more 
than one drawing area. This is useful for 
the copying and overlaying of designs. 
Copy area copies a specified area of 
design to another area. 
Move area moves a specified area. 
Zoom magnifies an area of design to allow 
detailed drawing. 

Oops allows you to correct errors or 

accidents made during drawing. 

Brush; apart from providing thin lines, 

many packages provide patterned 

brushes for complex effects. 

Mirror provides the means of making 

multiple drawings and kaleidoscope 

effects. 

Text prints words on the picture. 

Hard copy permits you to dump your 

drawing to a printer. 

Save/Load means that you can save your 

masterpiece on disk or cassette. 



Control; many packages use joystick or 
keyboard control. 

Using the table and these brief comments, 
you can see how useful the packages are. 

Three packages - Koala Pad, Super 
Sketch and Magic Mouse use hardware 
devices. The first two use drawing pads or 
tablets and the latter a mouse. As a conse- 
quence, they are quite expensive. Magic 
Mouse is a wider based utility and has 
weaker software. Koala Pad and Super 
Sketch are both very good products 
although Super Sketch is the better of 
the two. ' 

Screen Graphics is a Basic extension 
and as such works very well. Designer's 
Pencil uses a language similar to LOGO 
and is a suitable means of introducing 
children to programming. 

Of the high resolution packages. 
Panorama and Doodle are probably the 
most powerful. Both have great flexibility 
and are simple to use. 

For the younger children, there are 
two packages available. The Rolf Harris 
package is easy to use and allows the 
building up of designs using the Com- 
modore character set. In spite of this 
apparent limitation, the results possible 
are excellent - particularly in the C-16 
version. 

Ebury Software has a program called 
Shape Games. This product is part of the 
Mr T series and allows the creation of 
designs using the basic shapes. A second 
program called jigsaws introduces the 
child to the basic shapes and encourages 
him to place the shapes in the correct 
position on the screen. 
Publishers 

Super Sketch (£49.95): Anirog, Unit 10, 
Victoria Industrial Park, Victoria Rd, 
Dartford DAI 5AJ 

Koala Pad (£99.95): Audiogenic, PO Box 
88, Reading, Berks 

Paintbox (£9.95 both C64 and C-16): 

Audiogenic, 39 Suttons Industrial Park, 

London Rd, Reading 

Panorama (£17.95): Curran Buildings, 101 

St James Rd, Glasgow 

Paint Pic : Kuma Computers, Unit 12, 

Horseshoe Park, Pangbourne, Berks 

Doodle (£14.95): Quicksilva, 222 Regent 

St, London W1 

Rolf Harris (both C64 and C-16): Com- 
modore, 1 Hunters Rd, Weldon, Corby 
NN171QX 

Magic Mouse (£59.95); Connexions, SMC 
Supplies, 11 Western Parade, Great North 
Rd, Barnett, Herts 

Mr T Shape Games (£9.95): Ebury 
Software, National Magazine House, 72 
Broadwick St, London W1V 2BP 
Designer's Pencil (£11.99): Activision, 15 
Harley House, Marylebone Rd. London 
NW1 ' 




Education 





riiuiHIa 

UvUU it? 


Paint Pi.- 

rami ric 


V . -,[ . Out 
l\Odld riXJ 


super 
Sketch 


Panorama 


Paintbox 


Screen 
Graphics 


Magic 


Designers 
Pencil 


Mode 


H 




M 


M 


H 


H 


H/M 


M 

nw 


M 


Point 


Y 


Y 


Y 


Y 


■ 


Y 


V 

T 


V 

T 


T 


Line 


Y 


Y 


Y 


Y 


Y 


Y 


Y 


Y 


Y 


Hays 






Y 


Y 




Y 




Y 




Bo « 


Y 


Y 


Y 

* 


Y 




v 

T 


v 

T 


T 




Circle 


V 


Y 


V 


Y 


Y 


Y 


Y 


Y 


Y 


Ellipse 


Y 


Y 




Y 


Y 










Arc 




Y 
















Fill/Piint 


Y 




V 


Y 


Y 


Y 


Y 


y 


Y 


Pattern Fill 






Y 


Y 


Y 

1 










Air brush 
















v 
T 




Screens 


1 


1 


2 


2 


4 


2 






l 
l 


Copy area 


Y 


Y 


Y 


Y 


y 


V 








Move area 










Y 










Zoom 






Y 


Y 


Y 










Oops 


V 




Y 


Y 




Y 








Brush 


Y 


Y 


Y 


Y 


Y 


Y 




Y 




Mirror 


Y 


Y 


Y 


Y 


Y 










Text 


Y 


Y 




Y 


Y 




Y 


Y 




Hard Copy 


Y 




Y 


Y 








Y 


Y 


Save/ Load 


Y 


Y 


Y 


Y 


Y 


Y 


Y 


Y 


Y 


Control 


Joy 


Key 


Pad 


Tablet 


Joy/ Key 


Joy/ Key 


Language 


Mouse 


Language 



H - Hi res 



M = Medium-res 
Y = Yes 



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Hardware Review 



Eric Doyle reviews Robcom's j 



Turbo 50 cartridge and finds 



out how versatile it is. 



E 



ONE AREA WHERE CARTRIDGES HAVE 
proved their worth is as utility/Basic 
extension units. Robocom's Turbo Series 
of cartridges falls very firmly into this 
category adding toolkit Basic commands; 
disk, cassette, printer control systems and 
a machine code monitor. The unit also 
has a very useful soft reset button which 
can get the unwary programmer out of 
some very sticky situations. 

The cartridge which I have been using 
is the Turbo 50 which derives its name 
from the fast disk or cassette load and save 
commands. The disk turbo boasts an 
increase of five times normal loading 
speed and the cassette clocks in at 10 
times normal speed. This was the point at 
which I discovered that, although my disk 
drive worked tolerably well at normal 
speed, the turbo speed was too much and 
misloads occurred. A tape head align- 
ment tape is provided with the package so 
I had no problems there, it's a pity that a 
similar facility was not provided for disk 
drives. Fortunately I have access to an 
alternative 1541 which proved man 
enough for the job. At least this cartridge 
merely supplements the existing 
commands which can still be accessed by 
using standard syntax so my old drive was 
still usable at normal speed. 

The best addition is the MERGE 
command which offers a simple way to 
assemble prepared subroutines into a 
program already in memory, but the 
COPY commands come a close second, 
simplifying transfer of programs to and 
from disk, turbo tape or normal speed 
tape. Although a small point, it would be 
nice if the producers of turbo tape 
systems would include a boot program 
which would allow turbo tapes to load on 
any system without the cartridge. This 
would limit inconvenience if the cartridge 
is damaged in any way. 

Another niggle is the fact that FILE 
NOT FOUND is replaced with the 
message LOAD ERROR which caused me 
a little confusion. 

The cartridge also adds toolkit 
commands such as auto numbering, 
selective renumbering and deletion of 
program lines. Added to this are three 
very useful commands: PLIST, TRACCE 
and FIND. The first lists the current 
program to the screen one page at a time 
and TRACE displays the current line in full 
at the top of the screen as the program 
slowly runs. FIND will locate a variable, 
command word or string wherever it lies 
in program memory and list the relevant 
lines to the screen. 

Unfortunately, TRACE must either be 
used throughout the program or be used 




to run a small section which uses no 
variables- This is because using TRACE is 
like using RUN - all stored variables are 
cleared. It would have been better to 
devise a system where the trace auto- 
matically takes over from the normal run 
speed at a specified line. 

HELP is also a debugging command 
which will automatically list a line in 
which an error has occurred and try to 
indicate the fault. If more serious 
problems occur and the computer 
crashes it is a simple matter to press the 
reset button and use OLD to restore the 
program in memory. This command can 
also be used if you accidentally NEW a 
program. 

Other commands allow conversions 
between HEX and DEC numerical systems, 
cause all the keys to REPeat, turn off the 
activated function keys, switch out the 
cartridge, set the border and screen 
colours, SHOW all the commands 
available or RESET the computer. 

Printer commands allow Centronics 
printers to be driven by the 64 and listing 
of programs is achieved by using the 
CENT command to select the correct 
mode and then using normal syntax to 
open the file and LIST. Two of these 



modes cause the special characters (for 
colour, cursor positioning etc.) to be 
printed out in a more readable form, 
similar to the listings in this magazine. 

The final section held within this 
amazing little package is the machine 
code monitor which must be transferred 
into memory by typing MON followed by 
the Hex location. The location can lie 
anywhere between $0800 and S9FFF but if 
$CO00 to SCFFF is preferred this can be 
done by dumping the monitor into any 
part of memory, switching off the cart- 
ridge using QUIT (because this occupies 
the area of memory we wish to use) 
entering the SYS command to activate the 
monitor and then using the Origin 
command to transfer it up to $C0O0. 

The monitor itself has no surprises in 
store. Assembly, disassembly, trace, 
relocation, ASCII screen dumps and 
searches are all catered for, as well as disk 
commands. 

The package of a toolkit/monitor with 
turbo commands and an azimuth 
alignment tape offers good value for 
money and I particularly like the fact that 
the turbo is optional. Now how about a 
disk alignment program on a turbo 
cartridge? 





In a new series, Daryl 



Bowers shows you the 



techniques for writing 



your own arcade 



game. 



E 



RIGHT, STOP IDLY FLICKING 
through this magazine and get 
typing! I'm going to show you 
how lo put together an arcade 
game piece by piece, a section 
in each issue of the mag. Each 
part will add to the original 
until the game is complete. 

This is not a lesson in how to 
program in machine code - 
there are several good books 
available - and if it was, I would 
need the whole magazine for 
12 months. Instead, it shows the 
application of Machine Code 
on the C64, and how to 
approach the creation of an 
entertaining masterpiece! The 
routines that follow can be 
taken from this game and used 
in any of your own. 

To give you an idea of the 
complexity of the game, it took 
about a week to write and 
debug - so see what can be 
achieved with relatively little 
work. 

The Game 

You play the part of a poor, 
helpless giant frog! There 
you are hopping down the 
road, minding your own busi- 
ness, when suddenly you find 
yourself being chased by a mad 
Frenchman on a bicycle, 
hoping to catch some dinner! 
To make matters worse.you are 
feeling pretty tired and there 
are pitifully few juicy flies 
about - and, while you're 
catching one, you have got to 
watch out for low flying birds. 

Oh! and don't forget to 
avoid the puddles! They make 
jumping very hard work. 

The First Part 

In this first 'building block', I 
have provided the sprite data 
for the frog and an input 
program that will be used in 
future parts. 

Type in the basic program, 
and enter the start address: 
12800. There are 512 bytes of 
sprite data, and the checksums 
are at the end of each line. If 




10 
20 



30 
40 
50 
60 
70 
80 
90 

100 

110 
120 
130 
140 
150 
160 
170 
180 
200 
210 
220 
230 
240 
250 
260 
270 



REM HEX LOADER 
REM 

INPUT "STRRT ADDRESS" > A 
INPUT "NO. OF EVTES ";N 
FOR F=A TO fl+N-1 STEP 3 
CH=0 

PRINT F; : INPUT " ■ " ;H* 
IF H*="999" THEN F=F-8:G0T0 
IF LEN<H*X>16 THEN 70 
FOR 1=0 TO 7 
X=ASCXMIB$c:Hr. 1*2+1, 1>> 
Y=ASC<MID*<H$, I #2+2, 1>> 
X-X-48UF X>9 THEN X=X-7 
V=V-43:IF V>9 THEN V=V-7 
POKE F+I,X*16+V-CH=CH+X*16- 
NEXTI 

";ch 



70 



1 > > : NEXT 



PRINT" 
NEXT F 

INPUT "FILE NAME ";F* 

FOR 1=1 TO LEN<F$):P0KE 39999+ 1 . ASC < M I D$ < F* , I 
POKE 780, 8 ; POKE 781, 3 : POKE 782,1 
SVS 65466 

POKE 780, LEN(F$>: POKE 781,64 
POKE 782, 156 : SVS 65469 

POKE 252,A-<256#INTCA/256)VP0KE253,INT<A/256):P0KE 780,252 
POKE 781 , F-<256#INT<F/256) ) : POKE 782, INT<F/256> : SVS 65496 



you make a mistake, type 999 
and retype the last line. Save 
the data under the name 
'FROGDAT'. (If using tape 
change line 220 to read: POKE 
780,1: POKE 781,1 etc). 

The Code 

OK, now you've got the data in 
for the jolly hopping frog, it's 
time to look at the program. 
You will, of course, need an 
assembler, and if you haven't 
got one already you can type in 



Mach 1 which started in the 
November issue. 

In this section we have 1 
some mind-boggling routines, 
starting with the routine to 
print the frog: 'PRFROG'. The 
variable 'stage' holds the 
current position in the X and Y 
co-ordinate table: 'XTAB\ This 
table governs the relative 
positions of the two sprites 
which go to make up the frog. 
There are two types of jump, 
high and low, and this is 



indicated by a one or zero in 
the variable 'JUMPTYPE'. One 
last table is used, 'SPTAB', 
which indicates which sprite 
definitions are used and at 
what point in the jump. 

The X register is used to 
index into the tables and 
retrieve the current values. (To 
see what each of these values 
does, it is helpful to look at 
pages 320 to 334 of the Program- 
mer's Reference Guide). 



Games Programming 




10 
20 
30 
40 

50 VARS 
60 UAB1 
70 

80 XTAB2 
90 

100 YTAB1 
110 

120 YTAB2 
130 

140 STAGE 
150 ITAB1B 
160 
170 

180 XTAB2B 

190 

200 

210 YTAB1B 

220 

230 

240 YTAB2B 

250 

260 

270 SPTAB 
280 

290 SPTAB2 
300 

310 TEMPI 
320 OELAY 
330 REST0RE1 
340 REST0RE2 
350 COLTAB 
360 RDTAB 
370 
360 

390 CL0UD1 
400 CLQUD2 
410 CLQUD3 



.ORE 
i 

I 
( 

.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 

■ BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 

■ BYTE 
.BYTE 
.BYTE 
.BYTE 

■ BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 



184, 184, 184, 184, 184, 184', 184, 184 
1B4,1B4,184, 184,184, 184,184,184| 
136,136,136,136,136,136,136,136 
136,136,136,136,140,140,140,140 
156,156,156,156,134,132,130,128 
124,122,124,126,156,156,156.156 
156,156,156,156,156,154,152,150 
130,128,130,132,150,150.150.150 
0 

184, 184,184, 184, 184,184, 184.1B4 
184,184,184,184,184,184,184,184 
184,184,164,184,184,184,164,184 

136.136,136,136,136,136,136,136 

136,136,136,136,136,136,136,136 

136,136,136,136,140,140,140,140 

156,156,156,156,134,132,130,128 

126,124,122,120,118,116,114,112 

112,114,118,124,156,156,156,156 

156,156,156,156,156,154,152,150 

148,146,144,142,120,118,116,114 

114,116,120,124.150.150,150,150 

200,200,200.200,202,202,202,202,204.204,204,204 

206.206,206,206 

200,200,200,200,202,202,202,202,202,202.202,202 
204, 204, 204,204,204, 204, 204, 204, 206, 206,206. 206 

0 

I 
i 

255 

200 

1,1,1,1,1,4.4,4.4,4,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0 

160,160,160,160,160,160.160,160,160,160,32.32,3: 

32,32,32,32,32.32,32.160,160.140.160,160,160.160 

160,160,160,32,32,32,32,32,32,32,32,32,32 

32,32,171,171,171,171,171,171,171,32,32 

32,171,171,171,171,171,171,171,171,171,32 

171,171.171,171.171,171,171,171,171,171,171 



The second awe-inspiringly 
complicated routine (try saying 
that 10 times quickly!) is 
'MVFROG\ which if you 
haven't guessed, moves the 
frog! When jumping, a 
different speed is used 
between movements in order 
to make the long jump longer, 
and the two values of delay are 
stored in 'RESTORE1' and 
'RESTORE2'. At this stage, 
however, this difference is 
irrelevant because everything 
is happening too quickly, and 
will continue to do so until we 
have introduced some more 
routines. 

This routine follows the 
steps shown in FLOWCHART 1. 
The variable 'NXTJUMP' 
contains the type of jump to be 
introduced next, and this will 
be altered when the joystick 
routines are added. 

Finally, the last routine 
'INIT' which sets up various 
parameters for the game. This 
routine is called whenever the 
game starts, and is self 
explanatory. 

The variables at the start of 
the listing are all the variables 
required for the whole game, 
therefore in future we shall 
have room for more routines. 
In the next part we shall 
introduce a multi-purpose 
raster interrupt handling 
routine, and more routines 
with long names. 

Now that you have got the 
code in, it's time to try it out. 
Assemble it and find out the 
address of 'START'. This is the 
start of the program, and 
should be $2329 (9001) if you've 
typed in the variables and 
tables correctly. If not check 
them over again. Reset the 
machine and load in your 
object code (assembled source 
code). Now load in your frog 
data - FROGDAT - and SYS 
9001. Bingo! (Don't tell me it 
doesn't work - I wrote it and it 
does. ..so check your source 
code, dummy.) 

For further information on 
Machine code and the C64 I 
suggest Programming the 6502 
by Rodney Zaks (I know it costs 
a tenner, but I assure you it's 
worth it if you're serious), and a 
Programmer's Reference 
Guide is pretty essential - (I 
never knew there was so much 
in itl). 



Now get typing. 



420 

430 BLDNG1 

440 

450 

460 

470 

480 BLDN62 

490 

500 

510 

520 

530 

540 

550 

560 

570 

710 BLDN6TAB 

720 

730 

740 

750 

760 

770 

780 CLCOUNT 
790 CLSPEED 
800 JUHPTYPE 
810 NXTJUHP 
820 JOYSTATUS 
830 BLDN6STA6E 
840 BLDN6TYPE 
850 BLDNGPOS 
860 HVIOQP 
870 STAT1 
880 STAT2 
890 CRATER 
900 RDTYPE 
910 RDTYPE2 
920 CRATEOEL 
930 CRATEDEL2 
940 RANDTAB 
950 
960 
970 
980 
990 

1000 RAHDTAB3 

1010 

1020 

1030 

1040 RANDPQS 
1050 FRENCH 
1060 FRENCH2 
1070 FftSPRT 
1080 FRDEL 
1090 BIKEHV 
1100 
1110 

1120 BIKEPQS 



BYTE 
BYTE 
BYTE 
BYTE 

BYTE 
BYTE 
BYTE 
BYTE 



32,32,32,32, 32, 32,32, SAO.32,32 

I AO,«A0, *A0, $A0 V f AO, SAO t $A0, f AO, $A0.32 

SA0,91,SA0,91,SAQ,91,SAO,9I,$A0,32 

SA0,*A0,32,SA0,SA0,SA0,SA0,SA0,SA0,32 



32,SAO,32,SA0, 32, 32,32,32,32,32 
32,SAO,32,*A0, 32,32,32, 32, 32, 32 
SAO, SAO, SAO. SAO, SAO, SAO, SAO, SAO, SAO, 32 
SA0.SAO,SAO,SA0,SAO,SAO,SA0,32,SAO,32 



10 

0 

5 

10 

10 




METERS 
SCORE 



00000 
00000 



LIVES : 3 
FOOD : 99 



.BYTE 0,0,1.0,0,2,0,0,0,2,1,0,0,2,1,2,0,0,2,1.0,255 

[ 
I 



i 
i 

.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
■ BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 



0.0,1,0,0,0,0.1,0,0,1,0,0,0,0.1.0.0,0,0,0 
0,0,0,0,1,0,0,0,1,0,0,1,0.0,0,0,0,1,0,0,0,0,0.! 
0.1,0,0,0,0,1,0,0,0,0,1,0,0.0,0.0,0.0,1,0,0.1 
0,0,0,1.0,0.0,0,0,1,0,0,1,0,0.1,0,0.0,0,1.255 
0,1. 0,0,0,0,1, 0,0,0,0, 1,0.0,0,0.0, 0,0, 1.0.0,1 
0,0,0, 1,0,0,0,0,0, 1,0,0, 1,0,0,1, 0.0,0,0.:, 255 
0,1,0,0,0,0, 1,0,0,0,0, 1,0.0,0.0,0.0,0. 1.0,0,1 
0,0,0,1,0,0,0,0,0,1,0,0, 1,0,0, 1,0,0, 0,0,:, 255 

0,1,0,0,0,0,1,0,0,0.0,1,0,0,0,0,0,0,0.:. o.o,: 

0,0,0,1,0,0,0,0,0. ',0,0,1,0.0, 1.0,0,0,0,1.25! 
0 

80,60,108,74 

20.0,48,14 

211 

10 

SFF, BO, BO, 0,70, 70, 1.50, 80, SFF, 55, 90, 1,55. 90. SFf .30 
BO 

1, 65, 90, SFF, 60, 90, 0,70, 50, 1,50,80, SFE 
0 



1130 BIKEDEL 


.BYTE 


10 


1140 BIKEDIS 


.BYTE 


10 


1150 FLYDEL 


.BYTE 


1 


1160 FLYIHI 


.BYTE 


1 


1170 FLYXLO 


.BYTE 


253 


1180 FLYHOVE 


.BYTE 


1 


1190 FLYSPD 


■ BYTE 


38 


1200 HIN6FLY 


.BYTE 


1 


1210 FLYWEL 


.BYTE 


1 


1220 HIN6BRD 


.BYTE 


1 


rt30 BRDHDEL 


.BYTE 


1 


1240 BRDDEL 


.BYTE 


1 


1250 BROXHI 


.BYTE 


1 


1260 BRDXLO 


.BYTE 


255 


1270 BRDHOVE 


.BYTE 


1 


12B0 BRDSPD 


.BYTE 


15 


1290 FLYPOS 


.BYTE 


0 


1300 8RDPQS 


.BYTE 


0 


1310 LIVES 


• BYTE 


'3' 


1320 FOOD 


.BYTE 


'99' 


1330 HETERS 


BY" 

IV 1 lb 


'00000' 

vv v vv 


1340 SCORE 


.BYTE 

1 W Mb 


'00000' 

www 


1350 HETDEL 


■ BYTE 


10 

1 V 


1360 HETSPD 


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■ SI It 


7 

M 


1370 HETDEL2 

■ v " 1 W | iff wm k A 


.BYTE 


1 
1 


1380 DED 


.BYTE 


0 


1390 ONLY 


.BYTE 


0 


1400 RDDEDEL 


.BYTE 


1 


1410 TABIK 


■ BYTE 


10,10,10 


1420 NXTHUN 


.BYTE 


1 


1430 TABMOV 






1470 START 






1480 


JSR INIT 


1490 


• 




1500 MLOOP 






1510 


: MAIN LOOP 


1520 


1 




1530 


i 




1540 


JSR PRFROG 


1550 


JSR HVFROG 


1590 


JHP MLOOP 


1660 PRFR06 






1690 


LDA JUHPTYPE 


1700 


BNE BIG 




1710 


LDX STAGE 


1720 


LDA XTABl.X 


1730 


STA SOOOO 


1740 


LDA XTAB2.X 


1750 


STA SD002 


1760 


LOA YTAB1 , X 


1770 


STA SD001 


17B0 


LDA YTAB2, X 


1790 


STA SD003 


1800 DEFSET 






1810 


■ 
■ 




1820 


LDA SPTAB.X 


1830 


STA S07F8 




1840 


TAX 


1850 


INX 


1860 


STX $07F9 


1870 


■ 


1880 


RTS 


1890 


• 

1 


1900 BIS 


LDX STA6E 


1910 


LDA XTAB1B.X 


1920 


STA IDOOO 


1930 


LDA XTAB2B, X 


1940 


STA $0002 


1950 


LDA YTAB18.X 


1960 


STA $D001 


1970 


LDA YTAB2B.X 


19B0 


STA IDO03 


1990 


LDA SPTAB2.X 


2000 


STA $07FB 


2010 


TAX 


2020 


m 


2030 


STX I07F9 


2040 


! 


2050 


RTS 


2060 




2140 HVFROG 


DEC DELAY 


2150 


BNE EX1 


2160 


INC STAGE 


2170 


LDX STAGE 


2100 


LDA JUHPTYPE 


2190 


BNE LAR6E2 


2200 


LDA RESTDRE1 


2210 


STA DELAY 


2220 


CPX t!6 


2230 


BNE EX1 


2240 


JHP RESET 


2250 LARGE2 




2260 


LDA REST0RE2 


2270 


STA DELAY 


2280 


CPX 124 


2290 


BNE EX1 


2300 RESET 


LDX tO 


2310 


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2320 


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2330 


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2340 


STX NXTJUNP 


2350 EX1 




2360 


RTS 


2500 1NIT 




2510 


• 
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2520 


; INITIALISE 


STATUS 




2530 


;SPRITE COLO 


2540 


■ 


2550 


LDA 15 


2560 


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2570 


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2580 


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2590 


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2600 


LDA tl 



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MVFROG 



FLOWCHART 1 
( START ~) 



DECREASE 
'DELAY' 




INCREASE 
'STAGE' 




RESET 



RESET 
STAGE'TO « 



SET NEXT 
JUMP TYPE 



EXI (7_EN0) 



2610 

2620 

2630 

2640 

2650 

2660 

2670 

26B0 

2690 

2700 

2710 

2720 

2730 

2740 
2780 

2790 

2B00 

2810 

2820 

2830 

2840 

2850 

2860 

2870 

2SB0 

2B90 

2900 LG0P2 
2910 



STA $0025 
LDA 16 
STA $0029 
LDA #0 
STA SD02A 
STA ID02B 
STA $D02D 
LDA 12 
STA *D02C 

; ENABLE SPRITES 

LDA IIFF 

STA »D015 



LDA 1167 
STA $D01C 

i 

;SPRITE EXPAND 

LDA 163 
STA ID01D 
STA $0017 
i 

LDX MOO 
LDA H20 



2920 


STA $0400. X 

Hill ▼ V IVVt « 




2930 


STA $0500. X 




2940 


STA $0600, X 




2950 


STA $06F7,X 




2960 


DEX 




2970 


BNE L00P2 




2980 


• 




2990 


;SET UP SCREEN COLOURS 


3000 


■ 

i 




3010 


LUM W9VV 




3020 


QTfl ICR 
31 n ?rD 




3030 






3040 


OTA *CP 
alH ffL 




3050 






3060 L00P3 






3070 


i nv -7 
LUt Mil 




3080 


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3090 L00P4 






3100 

<J 1 VV 


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3110 






1170 


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SIM 


LUfl 9T0 






n r 

LLL, 




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3170 


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3190 


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3200 


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3210 






3220 


one uuurj 




3230 


I 




3240 


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3250 






3260 


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3270 L0OP5 






3280 


LDA RDTAB.Y 




3290 


STA $06D0 ( Y 




3300 

*J V V V 


DEY 






BPL L00P5 






i 




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1170 

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3390 


LDA CL0UD2 f X 




3400 


STA 1104, X 




3410 


LDA CLDUD3 . X 




3420 


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1410 


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3440 


BPL L0OP8 




3450 


* 
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3460 






3470 


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3480 FINISH 






3490 


.END 


■ 



m 



Programming 



12800 

12806 

12816 

12824 

12832 

12840 

12848 

12856 

12864 

12872 

12880 

12833 

12836 

12904 

12912 

12920 

12928 

12936 

12944 

12952 

12960 

12968 

12976 

12984 

12992 

13000 

13008 
13016 
13024 
13032 
13040 
13048 



: 0000000000000000 
: 0000000000000000 

: 00000000800002FI0 

: 02flfl68RflRflEfiflF(flfl 
EFflflflflR8FRflflfl8RE 
RRR0RERRR0EBRR30 
RERR00RRRR00C00R 
00R00R00R89R3002 

0000000000000000 
0000000000000000 
0000000000000000 
00000200000R0000 
2R00002F00002R00 

002R00002R00000F 

00002R0000RR0000 

RF0000RR0000RR02 

0000800002R00flflR 

682flRRER2flflflBFRfl 
RRR8RRflflR0RRRfl80 
RRRR00RRR800RRR8 
00RRR300R30800R0 

0890R00800R00R00 
R00R00RO00008000 
0080000080000002 
0000020000020000 
0200000200000200 
000200000R00000R 
00000R00002R0000 
: flfl00.02flfi000RR300 

: 2R3000R800008000 

: 0230090200000200 
: 0002000002000002 




EXPERIENCE 

Syndromic 

The SIEL range ol computer music hardware 
and software can iurn your Commodore 
€4/128 tnto a synthesizer, home entertain- 
ment keyboard or MIDI controller. 

The SIEL CMK 49 allows you complete 
control over the CBM 64 s SID chip while the 
SIEL Sound Buggy lets you control an 
entirely new sound chip tor a more superior 
sound! 

All SIEL instruments may be added to with 
new soltware or hardware, both the CMK 49 
and Sound Buggy can have a MIDI mlerlace 
connection which allows you to control other 
Keyboards and synthesizers. 

Just expand your system when you want to! 

Playing Keyboards 

Hot oft the presses, this book takes you 
gently through playing keyboards like the 
Sound Buggy w/CMK 49. Written by Roger 
Evans and Vince Hill, the book comes 
complete with lots of easy lessons, playing 
hints and music including Flashdance and 
Hello. You can also use the book with a 
tuition cassette making your learning even 
simpler 



CH 


: 0 


13056 


LH 


: 0 


13064 


CH 




13072 


CH 


; 1 190 


13030 


LH 


: 1461 


13088 


CH 


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13096 


CH 


383 


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CH 


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Id 


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13243 


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CH : 


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CH : 


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CH : 


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CH : 


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CH : 


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CH : 


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0000800R82R02RRR 
682RRRERflRRREFRR 
RRR8RRRRR0RRRR30 
RRRR80RRRR00R0RR 
0000280000280000 

2800002000002000 
0020000000000000 

00000000000000F 7 
0000000000000000 
0000000200000200 

000R00002R0000RR 
0000RR0002RR0002 
: R3000RR0002R8000 
: 2R0000R80002R000 

: 0R30002R00002300 

; 08R00000808000F7 
: RR0000RR0000RR80 
: 00RR8000RR3000RR 
: R000ERR080RRRRR0 
ERRR68BflRRERRRflR 
BF0RRRR802RRR002 
RR8000RR00002800 

002800000800000R 

000002O0000280F7 
000800002RRO002R 
RR002ERR00BRRR02 
RRER0R2ERR082RBR 
030BRR030RRE0802 
ER0802RB0800RB08 

00RR080000080000 
0000000000000000 

00000000000000F 7 



CH 


: 640 


CH 


: 1251 


CH 


: 1306 


CH 


! 1138 


CH 


: 80 


CH 


! 104 


CH 


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CH : 


379 


CH : 


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CH • 


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CH : 


866 


CH : 


391 


CH : 


602 


CH = 


186 


CH : 


0 


CH : 


247 



/ Sound Bu 



99Y 




CMK 49 Keybooid 



/ 



Commodore i 



Sound Buggy 

This is a new concepl ill computer based music 
lot all the family Featuring hilly programmable 
sounds and rhythms, one linger and fingered 
chords, auto bass, arpeggio, chords, memory 
vibrato plus a two channel sequencer lor 
recording your own songs 

The SIEL Sound Buggy comes complete with a 
clip-on keyboard 'or :ne CBM 64 or may be played 
by i he very stylish CMK 49 Keyboard There is a 
complele range ol presels rhylhms and songs 
already programmed i or y0U r instant enioymeni 

At only £99.95 you can give your Commodore a 
new musical experience 

CMK 49 Keyboard 

The CMK 49 »s a 49 note lop quality keyboard v.iih 
full size keys. 



II comes compiele with sollwarc which can 
program |he SID chip withm the CBM 64 to create 
lie most ama/mg sounds and synthesizer 
ellecls II has 40 demonstration sounds on board 
plus a MIDI Master Keyboard funclion allowing 
you lo build-up a musical system around your 64 
without having lo purchase high casl equipmeni 

For lust £125.00. the CMK 49 (els your musical 
'aniasies begin. 

Syndromic Music can supply these items 
separately by direcl mail or il you purchase them 
loqether at the incredible price ol £199.00! 1 1 

Please li" out the coupon below and return U 
with your payment, to Syndromic Music. 35a Grove 
Avenue. London N10 2AS or ring 01-883 1 335. 



CREATIVE MUSIC - SyMPLY THE BEST 



NAME. 

ADDRESS..... „ 



IMM>>ttP*tlllM|tl^l»l.tlt.. 



I would like lo order Ihe following: 

SIEL Sound Buggy — 

SIEL CMK 49 — 

THE PACKAGE! ! ! — 

Playing Keyboards — 
Playing Keyboards 
More Informalion 



'11*1 M.l.lll 



Disk/Casselle 


ft 


£99.95 


Disk/Cassetle 


ft 


£1 25.00 


Disk/Cassette 


St 


£199.00 


Book & Cassette 




£545 


Book only 


& 


£3.95 



Quantity 



All prices are inclusive of VAT/postage'packing/insurance. 

I enclose cheque'poslal orderJmoney order lor £ u made payable to Syndromic Music 

II pa ying by Access please quote card num ber and sign here: ACCESS CARD pen 



No 



Signature. 



Please allow 21 days lor delivery. 




PROHIBITED* from duacioi 

mdiiBcl OTineciioo to pubhc 
iBlecommuotcaittn Sterns Action 
may De tpken agoinM anyone so 
conceding thtsappwlus 



•4^ 




4 



6^ 



A 



»••■ 



6 



946240 CWEASY G 19002985 PRESTEL MAILBOX 919992265 




Have you always fancied 



getting on-line? Well 



Micronet 800 will help you 



with this month's 



J 0 fi'HCT 



competition. 



WOULD YOU LIKETO BECOME PART OF 
the electronic revolulion? Do you fancy 
being able to send messages to your 
friends via a telephone? Well this month 
Micronet 800 is offering £1000 of prizes to 
help 54 readers of Your Commodore to 
get on line. 

A large number of different prizes are 
being offered. 

1st prize is a Commodore modem and 1 
year's free subscription to Micronet and 
Prestel 

2nd prize is 1 year's free subscription to 
Micronet and Prestel 
3rd prize is 6 month's free subscription 
4th prize is a quarter's free subscription. 

Plus there are prizes for 30 runners up 
of £10 worth of some of the latest 
Commodore software. 

A further 20 readers will receive a 
selection of software that is available on 
Micronet. 

So as you can see there are plenty of 
prizes up for grabs and everyone stands a 
chance of winning. 

How to enter 

On the competition entry form you will 
find five different things that are available 
on Micronet. All you have to do is put 
them into the order that you think is most 
important. For example if you thought 
thai lelesoftware is the most important 
then you would put a number 1 by the 
side of it. 

When you have done this you then 
have to complete the sentence given in 
no more than 15 words. 

Then put your entry form into an 
envelope and write the order of 
importance on the back. 

The Rules 

Entries will not be accepted from 
employees of Argus Specialist Publica- 
tions and Micronet 800. This restriction 
also applies to employees' families and 
agents of the company. 

The How to Enter section forms part of 
the rules. The editor's decision is final and 
no correspondence will be entered into. 




Hi-- 




"5c \+>\ f* * 




Name . . 
Address 



Number these services in order of importance - 

Electronic mail 

Telesoftware 

International Telex 

Chatlines 

News 

Complete the following sentence in less than 15 words: 
Micronet BOO is the ultimate peripheral because 



. . Post code. 



Send to: Adventure Competition, Your Commodore, No 1 Golden Sq 
London W1R 3AB. Write clearly and fully and don't forget to put the 
numbered order on the back of your envelope. Closing date: 31 January 1986. 




THE GAME 
OF A LIFETIME 




Available tor Commodore 64. Spectrum 48K and Spectrum + . Coming soon: Amstrad and MSX. 



FIREBIRD SOFTWARE ■ WELLINGTON HOUSE 
UPPER ST MARTIN S LANE - LONDON WC2H 9DL 



f <reb>rd >s a Trade Maik nt Bultsti TdecaiKiiimciitons pic 
tJ^LMi-ra.iTiflderAiiholAcwnaoltLW G Acomson 1984 t U! 1985 



a 




When you are designing a game one of the longest jobs isde- 
signing the sprites. If you are good at art then fine, if not your 
next monster will probably end up looking like a square box 
with legs. 

Now, Your Commodore comes to the rescue once again 
with Sprite Ideas. If you have designed any sprites for games 
and you don't mind other people seeing your masterworks 
then why not send them into us. Each month we will be offering 
£10 for the best entries. 

Your sprites can be anything at all (within reason), if you've 
designed a series of animated characters then send in the lot. 
We'd love to have a look at them. 

So, next time you are after an Ogre to put in your new game, 
have a look in this section of the magazine and you may find 
just what you are looking for. 



64 DATAOOO.000,000,000, 000, 000, 000,042 

65 DATA00Q,000, 174, 128,002, 174, 160,010 

66 DATA170, 168, 042, 174, 170, 042, 191, 170 

67 DATA046,255,238,046,255, 238,042,191 

68 DATA170.042, 191, 170.010,174,168,010 

69 DATA174, 168,002, 174, 160,002, 174, 160 

70 DATA000, 170, 12B, 000, 170, 128,000,034 

7 1 DATA000, 000, 034, 000, 000, 000, 000, 001 



Cruiser 
J Garton 
: Rotherham 



37 DATA000.084, 000,001, 085, 000,000, 149 

38 DATA000, 002, 165,000,000,036,000,000 

39 DATA008, 000, 000, 01 2. 032, 000, 063, 160 

40 DATA000.059, 168,000,059, 168,014, 171 

41 DATA160, 000, 021 , 128, 000, 063, 000, 000 

42 DATA060, 000,000, 060,000,000, 062,249 

43 DATAOOO.012,001,000, 012, 000,000,012 

44 DATAOOO ( 000,008,000,000,020 t OOO,000 
Jetman Tony Crowther : Sheffield 




55 DATA000, 000, 000, 000, 003, 192, 000, 195 

56 DATA240, 002,255,232,000, 195,240,000 

57 DATA013, 192,000.001, 192,000,001, 192 

58 DATA000,255,216, 003,239, 224, 046,171 

59 DATA240, 003, 239, 224, 000, 255, 216, 000 

60 DATA001, 192,000,001, 192,000,013,192 
6! DATA000, 195, 240, 002, 255, 232, 000, 195 

62 DATA240.000, 003, 192,000, 000,000, 000 
Gunship J Garton : Rotherham 



► 




.:. .i.il . 



Dog 

Tony Crowther 
: Sheffield 

46 DATA000, 000, 000, 032, 000, 002, 040, 000 

47 DATA010,058,000,043,053, 170,151,026 

48 DATA170, 169,037, 170, 150, 063, 106, 127 

49 DATA063,217,255,061, 123,095,046, 187 



-i.ii. ■'iiii... , 



50 DATA 174, 

51 DATA166, 

52 DATA000, 

53 DATA128, 



043,234,250, 
168,002,166, 
063,000,000, 
009,170,152, 



010,149,168, 
160,000,025, 
119,064,000, 
042,106,106, 



010 
000 
170 
042 




DATAO0O,GO0.0Q0,0O5.QOQ.OO0,O05.O64 Dwarf 1234 



2 DATA0O0, 001, 080, 000,001, 0B4, 000. 001 

3 DATA252,000,005,220. 000,007, 255.000 
< DATA007, 252. 000, 000, 080, 000 , 000, 1 60 

5 DATA000.002. 104,000,001.168,000,009 

6 DATA090,000,0I0, 170,000,015,255,000 

7 DATA005. 085, 000,005,084,000,005,084 
9 DATA000.004, 020,000,000,021, 000.000 



Tony Crowther 
: Sheffield 



10 DATA000. 000, 000, 005,000,000,005,064 

11 DATA000,001, 080,000,001, 084,000, 001 

12 DATA252,000, 005,220, 000,007,255,000 

13 D6TA007, 252, 000, 000, 080, 000.000, 160 

14 DATAOO0, 002, 104, 000, 002, 104,000,010 

15 DATA150, 000,010, 170,000,015,255,000 

16 DATA005. 085, 000, 001, 084, 000,005,085 

17 DATA000, 005, 005, 000, 001 ,069, 064, 000 





19 DATA000 

20 DATA000 

21 DATA252 

22 DATA007 

23 DATA000 

24 DATA165 

25 DATA005 

26 DATA000 



,000,000, 
,001,080, 
,000.005, 
,252.000, 
.002.104, 
,000.010, 
,095,000, 
,001,069, 



005,000, 
000,001, 
220,000, 
000,080, 
000,002, 
170,000, 
001,084, 
064,001, 



000,005,064 
084,000,001 
007,255,000 
000,000,160 
152,000,010 
015,255,000 
000,000,0B5 
080,000,000 



28 DATA000, 000, 000, 005, 000, 000, 005, 064 

29 DATA000.001, 080, 000,001, 084,000, 001 

30 DATA252, 000, 005, 220, 000, 007 , 255 , 000 

31 DATA007, 252, 000, 000, 080,000, 000, 160 

32 DATA000,002, 104,000,002. 104,000,010 

33 DATA150,000,010,170.000, 015, 255,000 

34 DATA005,085,000,001, 084,000,000, 080 

35 DA7A000. 000. 090, 000, 000 , 084 , 000, 000 



► 




73 DATAGOQ, 000,000, 000 

74 DATA000, 060, 000,000 

75 DATAOOO.000,252,000 

76 0ATA239, 128,000, 191 

77 DATAOOO.190,093,248 

78 DATA128.000,239,000 

79 DATA124, 000,000,112 

80 DATAOOO,000,000,000 
Shuttle J Garton : 



,000,000,000,000 
,048,000,000,056 
,000,190,000,000 
,254,000,239,241 
,239,255,224,191 
,000,126,000,000 
,000,000,000,000 
,000,000,000,000 
Rotherham 





=F 

+- 

++ 



r 




am ■ 



•5 



+ 






Cate/7 




+ 
+ 



Argus Press Software Group ■ Liberty House 222 Regent Street LONDON W1R 7DB Tel: 01 439 0666 



i i i i i i i 



I i i i 




WEL COM E TO THIRST NEW-LOOK 

lhe comms scene as 
Commodore owners- ^ be 

A large amount . i P lW 0 
devoted «. ^.'Srrnet and Micro- 

Wl« also be WgJ* in(o on DBS HI 
As well as disn ng so „. 
als o inform you of theta « . ( have 

ware and "^"^o, t ps then pass 
3HV news ' V ^r(wouuVe.omake.h 1 s 

use. 

Bits 



PACE ^Jg^SS&K 
• ing ale modem for for ,heC64. 

developing a com** bu , ,he 

Details are scarce^ » WMJ dwUh an 
package w.ll no doubt be s P P m ^ be 

interface allowing ; said cm 
connected to the back ot 

The price of Gallery p s 
person told me ha. h V QMe!y s 



Micronet News 



, •„., a n28? If so i ihen 
Considering buying a ^ yQ 

you will have J»°^™ tog eiherwlth 
Listing Com P un ;'T de[ Apparently the 

the Datasseue 'f°' d ^Z the C1». 

C64 modem, when used ( haye 

slightly obstructs ,he "^ ' is producing 



A number of new ^JSST* 
soon will be. introduced on 

The big news ' 5 . ha k , oc k and barrel 
Four area has moved lock oC e( 

lrom clubspot 810 to m re , e , 

admits in says here m ^ nad 

that; "Comniodo-em c ^ ^ o( 

a fairly raw deal n the^ p , em eni 

!S5fiWSS Nel p,ov,des 

,u(ure - „w multi-channel Chatline 
First, a new mu '" ra , ion by the time 
^vice should be m gj-jj* se ,vice 
^X^thlnn^someofwhichwiU 



be available tothegener^Un^ 
,he present cha line s^v ce ^ 

,he neW dl As I understand, each 
instant updates. As ^ ( spccll 

^^^and^Uhagood 

,aueh! c is a new entertainment area 
Buttons is a ne ™ , n , assistants 
,na. will offer bored ^travel agen ^ 

and such 1^3^325 idea for a 
so on. If you have an i or f i ^ m 

rchmS^n^eyousome money 

exclusive venture. The 500 P S 
provide business nforma^^ ^ 
S n m dudeC-adviceacco U n f ;ing..inancia, 

and myself were 6 ;« ^ e developed. 

new CB W^g u ^S? 
Unlike most electrons" s The 
one splits the screen mto < w ^ have 

-P P 3 " fffl "d yourself, 

me .ha. Co^punet s exper q 
of the big Dan ** iU nex , time. 



ng you more UC ' Q ' a r, n e on: 

J^\». d Co P mpune,: VOUK 

CBM- 




CORNER 




ONE OF THE PRIME BENEFITS 
of having a disk drive is ihe 
ability lo access information 
both sequentially and by 
random access. Most of you 
will have used simple files such 
as sequential and relative files. 

Sequential files are messy to 
use since, if you want only a 
portion from the middle of the 
file, you must first load the 
earlier unwanted portion. 
Relative files offer greater 
power in that you can use a 
record pointer to access a 
specified portion^ but all 
records must be the same 
length to compensate. 

The alternative approach is 
to use random access. This 
method, used by most 
advanced programs,- appears 
ralher daunting because you 
need to develop an operating 
system to manage it. However, 
in reality it is easy to use lor 
simple storage systems. 

In this short article I plan to 
explain the bastes of random 
access and describe the 
command available lo use it. 
These principles will be 
illustrated by two example 
programs. The first is a storage 
system for adventure data and 



the second a simple filing 
system. Much of the informa- 
tion here is given in the 
handbook accompanying the 
disk drive but the treatment is a 
little obscure and the worked 
examples of little use. 

When formatted, floppy 
disks have a number of 
concentric strips or tracks. On 
the 1541 there are 35 such 
tracks. Each track is sub- 
divided into sectors. The 
number of sectors varies 
depending on the position of 
the track. The outermost track 
holds 21 sectors and the 
innermost 17. Each sector 
holdds 256 bytes of data. 

The random access 
commands allow you to store 
and retrieve data from these 
sectors. All you need to do is 
keep track of which data lies 
where. The examples given in 
this article deal with the simple 
case of records of 256 bytes i.e. 
one per sector. Longer records 
require an operating system to 
remember where they are 
kept. This is generally 
necessary in more sophisticated 
data bases. 

Before describing the 
syntax of the commands, I will 
explain some abbreviations. I 
will use the following system of 
shorthand: 
File Number — FN 
Device Number — DE 
Track Number — T 
Sector Number — S 



Channel Number— CH 
Buffer Number— BN 
Buffer Pointer— P 
Driver Number — DR 

The commands to mani- 
pulate data at this level reside 
in the disk drive so a system 
must be adopted to access 
them. Data communication is 
performed by means of data 
buffers in the drive. You can 
either specify a buffer or ask 
the DOS (Disk Operating 
System) to select one for you. 
The buffer is triggered by 
opening a data channel by use 
of one of the commands: 

OPEN FN,DE,CH," BN"— 
Opens a channel to buffer BN 
OPEN FN,DE.CH," "-Asks 
DOS to choose a buffer 

For example: OPEN 
2,8,2," 3"— Opens data 
channel 2 using buffer 3 
OPEN 2,8,2," "—Opens data 
channel 2 to any buffer 

Disk commands must be 
accessed via channel 15 in a 
manner similar to those for 
formatting the desk etc. The 
command to open this channel 
is, for example: 

OPEN 15,8,15 

You may only work on data 
in a buffer so more than one 
step must be carried out. First 
you must load or save data in 



the buffer and this must then 
be stored or retrieved from the 
buffer. Manipulation of data in 
the buffer is handled with 
PRINT and GET commands. 
In a manner similar to relative 
files, a buffer pointer is 
available to specify the byte 
manipulated. The command to 
use the pointer has the syntax: 

PRINT 15."B-P"CH.P 
e.g. PRINT 15,"B-P"2.133 

The example assumes daia 
channel 2 is open and sets the 
buffer pointer to byte 133. If 
you were to perform GET 2,B$ 
after this command byte 133 
would be loaded into BS. 
Similarly PRINT 2,B$ would be 
byte B$ into the buffer at 
position 133. 

The buffer is read from disk 
or written to disk by the block 
read and block write com- 
mands. Block read is: 

PRINT 15,"B-R"CH,DE,1,S 

e.g. to read sector 3 in track 6 
from channel 2 to drive 0 use: 

PRINT 15."B-R"2,0,6,3 

Block Write is: 

PRINT 15,"B-W"CH,DE,T,S 

e.g. to write buffer to sector 6 in 
track 2 from channel 2 to drive 
0 use: 

PRINT 15."B-W"2,0.2.6 



Programming 



Thai is all you need to do 
the job. Unlike other tiles, the 
tracks and sectors to which you 
write are not protected from 
overwriting. To prevent this 
danger, the area must be 
reserved in the BAM (Block 
Availability Map) by use ol the 
block allocate command: 

PRINT 15,"B-A:"DR:T;S 

To deallocate a block use: 

PRINT 15."B-F:"DR;T;S 

Even if you do allocate your 
data, the use of the Validate 
command will deallocate it, so 
be warned! 

One final tip —always open 
the two channels early in your 
routines and don't forget to 
close them when you've 
finished. To see the use of all 
these commands look at the 
two listings. 

The first listing is a simple 



10 REMUtUISMUIitmuUU 

20 REM! TINY-FILE I 



data filer for adventures and is a 
logical follow-on from my 
short series on adventures, 
published earlier this year. The 
routine assumes that you want 
lo save location descriptions or 
messages up to 255 characters 
long. Each message is therefore 
stored in its own sector. The 
first 17 tracks can be used, each 
with 21 sectors giving storage 
up to 357 strings. The track and 
sector corresponding to any 
given string is easily calculated 
as in lines 112 and 212. Option 1 
reserves the first five tracks. 
Line 30 can be altered to 
reserve up to 20 tracks. Option 
2 saves the strings and options 3 
recalls them. The strings are 
terminated by ' ' which acts as 
a sentinel to warn the routines 
to stop. Lines 215-260 can be 
used in your adventure to 
recall and print a string. 

Tiny-File in listing 2 uses a 
similar approach. Each sector 
holds one record of 256 bytes. 



20 REM! TINY-FILE t 

30 REM! I 

40 REM! AEU 1985 t 

50 REM I I 

60 REMmtmmimuuitut 

70 rem 

75 P0KE53280 t 12:P0KE5328I.ll:PRINTCHR*il47»sCHM(144) 

BO PRINTCHR*(147>" DISK FILER VI. 3 A MEBB 1985" 

90 PRINTCHR*U7)TABU4)'l. SAVE DATA" 

100 PRINTTABU4)'2. READ DATA" 

110 PfilNTTA8(i4)"3. SET UP DISK" 

120 PRINTTAB(14)'4. SEARCH" 

130 5ETI$:IFI$<*rORI$>"4"THEN130 

140 ON VAL(It) GOTO 170,310,540,760 

150 REM 

160 REM 

170 GCSUB930 

!B0 0PEN15,8,15 

190 0PEN2,8,2,'i" 

200 MNT(DN/20):S=DN-TI20:T=T+1 

210 PRINTI15."B-P"2;1 

220 PRINTI2.0I 

230 PRINTill5, -B-H'2;0,T,S 

240 60SUB980 

250 CL0SE2: CLOSE 15 

260 P0KE7B1 , 21 : P0KE782 , 5: P0KE7B3 .0: SYS65520 

270 PRINTCHRtUB) "PRESS ANY KEY TO RETURN TO HENL" 

280 GETI$:IFI$="THEN280 

290 60T080 

300 REM 

310 0PEN15,8,15 

320 0PEN2 1 B,2,M , :P=1 

330 PR I NTCHR* 1 147 ) : I NPUT - RECORD *";DN 

340 FL=0:PRINT:INPUT'QUTPUT TO PRINTER (Y/Ni';I$:IFI$="Y"TH 



Each record is terminated by 
' '. A record can be split into 
fields by carriage returns but 
the whole record is still only 
one string. 

Option 3 performs three 
functions: 

1. Formats the disk 

2. Block allocates the first 20 
tracks 

3. Stores ' 'in each sector in the 
first 20 tracks 

A sector holding just ' ' is 
regarded as a null record. 

Option 1 allows the entry of 
a record. You will be prompted 
for each field and you should 
terminate a field by pressing 
RETURN. The data base was 
originally written to store the 
contents of disks. Each 
program on a disk was a field 
and the complete disk was a 
record. 

Option 2 allows you to 
examine a specified record. 
Output to printer is available. 

Option 4 performs a simple 



search for a specified character 
pattern in a record. For 
example, assume that record 5 
holds the fields: 

GORILLA 

GIRAFFE 

LION 

A search for GIRAFFE will 
step through each record in 
turn until record 5 is searched. 
The search will then stop. The 
search would also find GIR or 
AFFE. You can easily use the 
data base to save addresses 
where the fields could be: 

NAME 
ADDRESS 
PHONE NUMBER 

I hope that by studying 
these listings you will grasp the 
ideas behind random access. I 
don't claim that these 
programs are complex or in any 
way amazing — they simply do 
a job in a simple manner. 



ENFL=1 

350 IFFL=1THEK0PEN4,4 

360 PRINTCHRK 147) "RECORD #";DN 

370 PRINT" [D0HNHC0NTENTS:' 

380 IFFL=lTHENPRINTt4, "RECORD"; DN:PRINTI4:PRINTI4, "CONTENTS 
:":PRINT#4 

390 T=INTfDN/20):S=DN-TI20:T=m 

400 PRINTI15, , B-P'2;P 

410 PRINT#15,"B-R"2;0,T,S 

420 6ETI2,Q$:IF0t="e"THEN450 

430 PRINT0$;:GaSUB 1010:P=P+1:PRINTI15,"B-P"2,P 

440 IFP<256THEN420 

450 I FP= 1 THENPR 1 MTCHRS (18) CHR $ ( 1 7 ) ' N ULL RECORD" :IFFL=1THENP 
RINTI4/NULL RECORD" 

460 IFFL=! THEN PRINTf4:PRINTI4," 

470 P0KE781 , 21 : P0KE782. 5: P0KE783, 0 : SYS65520 

480 PRINTCHRK IB); 'PRESS ANY KEY TO RETURN TO MENU" 

490 G0SUB980 

500 CL0SE15:CLDSE2:IFFL=1THENCL0SE4 
510 6ETI$:IFIt='"THEN510 

520 S0T0B0 
530 REM 

54) r?lNTCHR$'147)"THIS WILL ERASE THE CONTENTS OF THE DISK 

N 

550 INPUT "DISK NAHE';NAt 

560 INPUT "DISK I.D.';ID«:IDt=LEFT*UD$,2):0$="N0:"+NAt»\" 

570 PRINTCHR* ( 1 7) CHR* ( 17> "ARE YOU SURE? (Y/NP 
580 6ETI$:IFI«O"Y"ANDI$<>"N"THEN580 
590 IFI$="N"THEN80 
600 0PEN15,B, 15,0$ 
610 0PEN2,B,2,"I" 

620 PRINTCHR*I147)"THIS HILL TAKE 3 TO 4 HINUTES"CHR$U7) 




Programming 



630 PRINT-GIVING R00H FOR ABOUT 350 RECORDS." 

640 PRINT'THE REMAINDER OF THE DISK HAY BE USED FOR NORMA 

L PROGRAM STORAGE' 

650 PRINTCHRS(5)CHR$(i7)' IttWARNINGUI' 

660 PRINTCHR*(17)CHR$(144)" ANY ATTEMPT TO VALIDATE THE DI 

SK MAY" 

670 PRINT" ERASE THE DATA BASE':0$="e' 

680 PRINTII5,'B-P'2;1 

690 FORT=1TQ17:FORS=OT020 

700 PRINTI15,'B-A:0\T,S 

720 PRINTI2.Q* 

730 PRINTI15,"B-N"2;0,T,S 

740 NEXTS.T 

750 CLQSE2:CL0SE15:G0T080 

760 PRINTCHRS ( 147) : INPUT'FIELD NAME'jFIl 

770 QPEN15,8,15 

780 0PEN2 1 8 I 2/I':FQRDN=1TD350:P=1:MI=" 
790 T=INT(DN/2Q):S=DN-T!20:T=T+1 
800 PRINTCHR* ( i 47 ) - RECORD I ";DN 
BIO PRINTU5,'B-P'2;P 
820 PRINTI15,'B-R'2;0J,S 

830 GETt2,Q$: IF0i-'<j'THEN85Q 

1 P0KE53281, 12:PDKE53280, 12: PRINTCHR$ { 1 441 CHR* < 147) 

2 Y=5:X=13:GQSUB63300:PRINT B ADVENTURE FILER' 

3 X=X-4:Y=Y+2:S0SUB63300:PRINT H tMMmuiMIU!UHr 

4 Y=Y+1:G0SUB63300:PRINT"I I. ALLOCATE BLOCKS I" 

5 Y=Y+!:G0SUB633Q0:PRINPI 2. SAVE BLOCKS P 

6 Y=Y*1:G0SU863300:PRINT"I 3. READ BLOCKS V 
"> :=Y*l:GDSUB63300:PR:NT"nMUH!MHMtinnr 

B PPINTCHfit(5):Y=Y*2:X=13:60SUB63300:PRINT'SELECT OPTION":P 
R:NTCHRt(i44) 

9 &ETI$:IFI«< n :"0RI$)"3'THEN9 

10 CNVflL ( I * ) GOTO 1 2 , 90 , 200 
12 aPEN15,8,15 

20 0PEN2,8,2,T 

30 FOR T=1TQ5 

35 F0RS=1T020 

40 PRINTI15,"B-A'0;T;S 

50 G0SUB63000 

52 Y=22:G0SUB63300:PRINT B 

53 Y=22:G0SUB63300:PRINT"TRACK'T" SECTOR'S 
60 NEXTSJ 

70 CL0SEI5:CL0SE2:60T01 

80 REM 

81 REM 

90 G0SUB30000 

96 T=INT(iMN)/20):S=HN-Tt20 
100 0PEN15,8,15 

110 0PEN2,B,2,'r 

111 FOR MN=1TQ3 

112 T=INT(IHN)/20):S=HN-TI20:T=T*1 
115 PRINT#15,"B-P'2;1 

120 I=0:Y=22:G0SUB63300:PRINT" m 

130' X=0: Y=22: 60SUB63300: PR I NT'WR I T I NG HESSAGE'NN " TO TRACK 

"T" SECTOR'S 

140 PRINTI2,QHHN) 

160 PRINT#15, B B-M'2;0,T,S 

170 G03UB63000:NEXT 




840 H$=H$*0$:P=P*1:PRINTI15,"B-P"2.P:GQT0830 

850 IFM^"THENPRINT:PRINTCHR$(144JCHR$(1B1'NULL RECORD':FO 

RD=1T0200:NEXT:GDT089 

0 

860 F0RJ=1T0 LEN(H$J-LEN1FI$! 

870 IFFI$=MID$(H$,J,LEN(FI$)ITHENPRINT:PRINTCHRi(18) B FILE F 

0UND":PR1NT:PRINTH$:G 

0T0910 

880 NEXTJ 

890 NEITDN 

910 CL0SE15:CL0SE2 

920 G0T0260 

930 0t='":PRINTCHR$(147):INPUT"REC0RD l';DN 
940 INPUT-FIELD NAHE (I TO QUIT)';FI* 
950 IFFI»=M'THENO$=0»+'e':RETURN 
960 0$=0I*FI$+CHR»U3):60T0940 
970 RETURN 

980 INPUTI15,EN,EHt,ET,ES 

990 P0KE78I , 23: P0KE782, 0: P0KE783, 0: SYS65520 

1000 PRINTCHRI(18)'DISK STATUS: ";EN;EH$;ET;ES:RETURN 

1010 IFFL=1THENPRINTI4,0$; 

1020 RETURN 

180 CL0SE2:CL0SE15:60T01 

181 REM 

182 REM 

200 QPEN15.8,I5 

210 0PEN2 f 8,2,'l":P=l 

211 INPUT-MESSAGE N0";HN 

212 T=INH (HNJ/2G) : S=HN-TI20: T=T+1 
215 PRINTI15,"B-P"2;P 

220 PRINT#15,'B-R'2;0,T ( S 

230 &ETI2,Oi:IFD«="e n THEN260 

240 Pf?INT0$;:P=PM:PRINTI15,'B-P"2,P 

250 G0T0230 

260 CL0SE2:CL0SE15:END 

30000 0I(1)='STANDING BY A LOH BUILDING ON THE SLOPE OF A H 
ILL. A WHIPPET SITS u 

30010 OI(l)=Q*fl)t'NEARBY EATING A BOWL OF FOOD. IT LOOKS L 
IKE RAIN. 8" 

30020 Di(2)="WE'RE ENTERING A LONG WOODEN BUILDING. A RATH 
ER EVIL LOOKING 1 

30030 0$(2)=0$(2>+"TRANSVESTITE IS SITTING IN A ROCKING C 
HAIRS" 

30040 0$(3)="NE'RE ENTERING A HUGE CAVERN. A THIN HISTDRIFTS 
FROM VENTS IN THE" 

30050 0$(3)=0i(3)t n WALLS. LONG STALACTITES HANG FRDH.TH 
E ROOF 6IVIN6 THE " 

30060 Q$(3I=Q$(3)+'R00M A BIZARRE ATMOSPHERE. THE AIR ISCHIL 
L AND DAMP. THERE IS" 

30070 0»(3)=0$(3)*' A NARROW TUNNEL ENTRANCE TO THE NORTH. 0 
■ 

39999 RETURN 

63000 INPUTI15,EN.EM,ET,ES 

63010 Y=23: X=0: 60SUB63300: PRINT' 

63020 Y=23:X=0:60SUB63300:PRINTEN;EN$,ET;ES 

63030 RETURN 

63300 P0KE781,Y:PDKE782,X:P0KE783,0:SYS65520:RETURN 





• AIR • COMBAT • EMULATOR • &1JDL95 



• BY CASCADE GAMES ■ iiKl/^C I AND POSTAGt 



INC. FREE WATCH 
AND POSTAGE 



The AIRCOM&** EMOATCG. pocked Wth 
I fecflifes. 6 by to the taffeS. nxsl 
;SDNi»nJatoravolabie For Ihe 
(te lime on a hero computer, tee) w^at it ii 
r*o1y Ike lo tty a hg^perfonrtjcs fhltary 
let cro orgoge trta amies. shpj. 
tof act* giTi-tfll4 ard types of 
cumrg rrtetkjent enemy araafl. 

Feafurg a** XO sprite ifrxages. ACE 
ha the srroolhesi , mofl aetof-sd cockpit 
wew oihlis. lees araalwgrojidabjecft 

achieved tanks lo spedaHy 
oeve*xeO Curare G'cchx: Tedriae 
i IbJsi; " I a lowra ser&alcnol hen i speed 
MKJjDjraXiCl 

h cental, your head wfl spin ch you 
stn^e*Witrelie*p(fteixMrC8d 
(WonCssrfWrdudeQiOTvewcarerQ 
and (Oder, to stay dive torig enough to (to 
some oQmage to the enemy. 

Ihe (jiique two seal Sydg opton tptot. 
f-j^citof^weqxre man) ard 3uni<ni 
9p«ai Q which passes rfal aroaft 
ccnjBcn rtonxXn to hi fcghr aew 
vtftfoJ freezrg "he acton ctrrtortd wit", 
oyemic todcol map. tofce oft and 
landngs. simmer, wrier and nghf Kme 
dvrgatJa removably redele irvdgtr 
lefusiro, apten mafces ACS te Jtrncre 
AIR COMBAT EMUATCfi 
ACE SCENARIO 

A vast rwrion feet has landed cn your 
southern show and oTsctxrged scores tf 
law supported by heibapter gj-riNps 
and protected by mccde suface lo df 
mfstes Sauaaensa' enemy fighlengeVe 
Ire enemy tees or cc-ver. Advoncng 
uttessV fey oe ocraaing ycu 
rv^reland. facrg. ro oppcSftT! 



vou arelhe laflflgffeao' wflti crfv throe 
ACE Mo* 2 1 muft rote Al Wearer All 
Ferrari J^J/SayrtxV araafl Based at 
ondteddrtxmywta*btoattcckaW 
(Moy runercdly xf&a enemy 
kxd crd a« faces crd crSe Terr from, 
ycu shoes The lr<J slope ol Ihe conilct. 
ho-trg otreody destroyed to enemy brd 
flaxes and shot down tier air tree, is to si* 
the enemy Keetosit evocuatesllsdeieoted 
army 

ACE- EXPERIENCE IT NOW 

Every computer game fdnwi low ACE - 
just to* at these featjes.- 

• *Xr% apflmfced mochlne code uses al 
ova-able memory: 

• FeatUTig Dynomtt Giaphic Tecrriauei 

• The srncotesi. fastest crd mo? delated 
coc*x<t view ol any fight ilmJaicri 

• Vews of hfc. trees fla+s ond one 
gore cc^tch Aeod ccttat. grarc) 
□tiockondr^onott. 

• Sunfl«oSp«ii0iete speech 
does rol fteeze the octkn 

• Two seal opiton - Ity and 
BghtwiTitieadofa -i^^ 
Wera 




ACE -EXPERIENCE IT NOW! 




Pieose con-plele and send >o 
Cascade Oortrn Ud. 

1*3 HavATa Crescent 
HatrDgaie MGi 5BG Engjcna 

lei iW3l 



ACTION e p l a v 15* i 

" ™ ™ ™ ™ Originality PUyiblltty Oraphics Value Fof 
Monty 



CODENAME MAT II j j~2 

Hom.uk £8.95 cassette £10.95 disk E O 4- " B * " 




MAT AND THE MYONS JOIN 
battle in thisStartrek style game 
based around the Karillium 
rich mining planet of Vesta. 
The mines are precious to the 
occupying Earth forces 
because Karillium can turn a 
barren desert into a fertile 
jungle- 
Mat is the sole defender of 
the satellite network which 
supplies power to the mines 
and must use all his skill to 
maintain the flow of power in 
the face of the Myon fleet. The 
ship he commands is the 
Centurian II which is armed 
with both laser and plasma 
cannon, warp and ion drive, 
plus a comprehensive range of 
guidance systems and defence 



mechanisms. 

The player must control the 
ship using a fair range of cursor 
keys but this situation can be 
alleviated slightly by the use of 
a joystick. 

Defensive shields and 
automatic shutdown systems 
can be toggled on and off but 
why anyone would want to 
turn off the defence shield, I 
cannot imagine. The shutdown 
safety device is a guard against 
pilot error and will prevent 
overheated weapons from 
exploding or abort a warp if the 
front shield is damaged. 

The operation quadrant can 
be viewed to ascertain where 
the enemy lies and locate the 
most vulnerable satellites in the 



grid. As each satellite is 
damaged its colour darkens 
from white to red. The satellite 
grid is four units deep and each 
row can only supply power if all 
of the satellites in that row are 
operational. The amount of 
power supplied is related to the 
weakest unit in a particular row 
but at the end of each attack 
wave repairs can be made and 
satellites moved to make the 
most of the dwindling 
resources available. 

Once the enemy is located 
the quadrant display can be 
used to calculate the angle and 
distance from your current 
position and the warp drives 
will carry you into battle 
position. By switching to the 
bailie computer, locating and 
approaching the enemy can be 
affected by using the automatic 
location indicator and the ion 
engines. 

The ensuing battle is fairly 
standard but the graphics give a 
particularly good 3D display 
which makes you feel that the 
enemy is approaching at speed. 
Each wave of attacking aliens 
have different characteristics 
and firing abilities, the new 
wave being more cunning and 
faster than the previous one. 
Incoming plasma bolts must be 
dodged but I did find that using 
the ship to ram the enemy in 



the early stages gave a second, 
if somewhat drastic, means of 
defence. 

Damage can be repaired 
between battles by allocating 
one, or both, of the ship's 
droids to the stricken area. 
Repairs take time and that is 
why ramming can only be used 
against the first two attack 
waves. The longer you retire 
for repairs, the more damage 
can be done to the satellite net. 
Repairs can also be undertaken 
between attack waves and 
these are done more quickly. 
An allotted time for the repairs 
is given and, on selection of the 
area for action the clock ticks 
down as the amount of damage 
decreases. 

An excellent feature of the 
game is the load/save facility so 
that you can either continue 
later or go back a stage if an 
error of judgement was made. 
You only have one ship so this 
form of insurance is most 
valuable if you want the highest 
possible score. 

Of the Startrek genre, this is 
one of the best games 1 have 
encountered. The graphics are 
very good and the sound is 
adequate though not stunning. 
If you're not tired of this kind of 
simulation, you won't find a 
better version. 



WINNIE THE POOH IN 

THE HUNDRED ACRE WOOD 

Kids! £12.95 disk 




s house 



8 C 8 



THIS TRUNDLE ROUND THE Hundred Acre Wood aimed at 



the seven and over age group 
provides a peril-free appren- 
ticeship for would-be 
adventurers. No goblins lurk 
round the corner in this one, 
not even a Heffalump or a 
Woozle. The worst thing that 
can happen is that the blustery 
wind can blow up any minute 
and scatter the objects you're 
looking for. 

Eeyore, Tigger and the rest 
of Pooh's pals have all lost 
something and your task is to 
find and return the items to 
their rightful owners. 

There is a detailed map and 
lashings of information on the 
personal habits of ail. 

As you saunter through this 



adventure exploring all the 
homes you'll discover finding 
the objects is more difficult 
than it first appeared as a few 
red herrings and dead ends 
have been included. These are 
pointed out by rather cutsie 
attempts at humour. 

The full-colour graphics are 
excellent and the game is 
diverting enough to give 
embryonic adventurer hours of 
gentle aggravation. 

Winnie the Pooh offers an 
amiable and absorbing jaunt 
and is designed to foster 
educational side effects in 
reading, problem solving and 
map comprehension. Buy it - 
or they'll send Tigger round. 



ACTION R E P L A y -L 8" I 

™ — ■ ~~ P Onq.njl.lv PI.„ jP ,l,l» Gr.phiC. V.lutFOI 

Morwy 



SCHIZOPHRENIA * 

Quiclcsilva £7.95 E [) _ o 9 ! 8 g , 6 < 7 



SCORE 000000 HEM 



7 





DR JEKYLL AND MR HYDE 
were two facets of one man's 
personality but what would 
happen if both of them existed 
at the same time? This is 
precisely what has happened in 
Schizophrenia. Alphonse T. 
Nurd is a cleaner who splits his 
persona whilst playing with an 
Atomic Particle Separator 
instead of doing his job. The 
result is two Nurds, one good 
and the other bad. 

For the sake of clarity I will 
call the original Alphonse Al 
and his alter-ego Nurd. 



Al knows that there is a 
Recombination Chamber 
somewhere in the lab but he 
must lure Nurd there first. 
Everything that Al does, Nurd 
tries to undo which makes the 
game a unique experience. 

The first screen is one of the 
most difficult to master 
because Nurd is there all the 
time. Al must open the door to 
the laboratory by undoing four 
bolts and pulling a lever. Nurd 
wanders about unfastening 
bolts, pushing levers and 
fiddling about with a timer 



switch and score counter. If Al 
should meet his other self, 
Nurd gives him a swift punch 
which sets Al hopping about 
the screen. Similarly, if he falls 
off the stairs or the balcony he 
somersaults as he crashes to the 
floor. 

Once you work out a 
sequence it becomes relatively 
easy to complete this stage as 
long as you keep your wits 
about you. 

The next four screens rely 
on your powers of deduction, 
timing and dexterity for 
success. Nurd only appears 
occasionally and in some cases 
you can keep him out of the 
way altogether until the crucial 
final moments. 

In Area Two you have to 
move yellow boxes to the top 
right hand corner of the room 
using lifts. Unfortunately, some 
of the lift controls can only be 
reached by standing on stacked 
boxes so careful planning is 
necessary if Nurd is not to undo 
your good work with a swift 
kick. 

Lift cleaning is the object of 
Area Three ending up with all 
of the lifts on the ground floor. 
Working out how to get the lifts 



there at the same time is the 
major problem and preventing 
Nurd from dirtying them up 
again adds to the difficulty. 

Before reaching the 
Recombiner the lights must be 
turned on in Area Four. This is 
done by setting a row of 
switches in the correct com- 
bination of off and on 
positions. In one of the alcoves 
lurks Nurd and he will stay in 
the room until the light goes 
on, so you have to find out 
where he is and take action 
accordingly. 

Area Five is Al's goal and his 
greatest challenge. He must 
lure Nurd into the Recombiner 
after having set the generator 
switches, the X/Y co-ordinates 
of the unit and the power. 
Nurd is not too keen on this 
and will do his utmost to upset 
the plan. 

Schizophrenia is unlike any 
game I've played. The graphics 
are interesting, particularly Al's 
silly walk, but all this is 
secondary because most of the 
action takes place in your 
mind. No two ways about it, I'll 
buy a couple of copies for both 
of me. 



IMHOTEP 

Ultimate £9.95 




IMHOTEP THE WISE, SERVANT 
of the god Zoser, Pharaoh of 
Egypt has been entrusted with a 
mission to save the land 



from famine. So fierce is the 
hunger of the people that he 
must seek guidance from 
Thoth, the keeper of 



V 8 



t 9 5* 



8 f 8 



knowledge. 

In his wisdom, Imhotep 
knows that the secret of how to 
make the Nile live again lies in 
the hands of a beautiful 
princess who holds the books 
known as the Souls of Ra. I n his 
foolishness Imhotep has 
chosen to seek Thoth to guide 
him to the princess. 

The journey is a hazardous 
pathway through the land of 
the Jawi nomads. Mounting a 
giant vulture, lmhotep«tarts his 
journey and we present day 
mortals lend a hand. 

Many of the Jawi ride on 
vultures like Sunday drivers 
and fly across the sky but some 
are true warriors with fast 
mounts and deadly aim. It's 



rather like driving the wrong 
way down a motorway. The 
action is frantic, like playing 
defender without recourse to a 
smart bomb. 

Soon the catapults add to 
your problems by hurling 
boulders from the shelter of 
the pyramids. Once through 
this deluge a hail of thunder 
bolts rent the screen. With all 
five lives expended and my 
joystick streaming with perspir- 
ation I reached my limit. 

Ultimate intimates that 
beyond this point there are 
mazes to negotiate and the list 
of features is impressive. 

Great scrolling graphicsand 
superfast action make this an 
infuriatingly addictive game. 



ACTION EPLAyO-lB'i, 

JF^fc^^ M M^^rm^ ■ *™~ 0,.n..i.il.ty Piayatxlily Graphics ValuvFor 



WIZARDRY 

The Edge £7.95 




"DRINN WAS QUITE SURE OF 
one thing, lhal he should never 
have contemplated becoming 
a sorcerer!". So begins the 
booklet which accompanies 
this game and, as you lead him 
from room to room in the 
Castle of Illusions, it soon 
becomes clear why he feels this 
way. 

The Loremaster demands 
that each novice sorcerer 
undertakes the quest to find 
the Prime Elemental hidden in 
the depths of the castle and 
now it is Drinn's turn to take 
this final test of his fighting and 
spell-casting powers. 

Before the quest can be 
completed there are several 



THE CASTLES OF 
DOCTOR CREEP 

Ariolasofl 9.95 



puzzles to be solved as Drinn 
progresses towards his goal. 

The castle is represented in 
3D looking from a viewpoint 
very similar to that used in 
Zaxxon, The only room you can 
see is the one you are currently 
occupying but doors are 
quite clearly indicated. Behind 
the doors lurk a myriad of 
monsters such as winged skulls, 
minotaurs and scorpions, but 
only one creature defies 
Drinn's armoury of magic and 
steel and guards the way 
towards the inner sanctum. 

Somewhere in the maze is a 
spell which will enchant this 
guardian and allow Drinn to 
pass but much searching and 



spell casting is needed first. 

As Drinn ventures forth he 
finds chests which may contain 
extra spells but occasionally 
they contain evil surprises. 
Spells can usually only be used 
once so care must be taken to 
direct them precisely towards 
their target or a vital speli may 
be lost forever and the quest 
foiled. 

One spell which it is 
essential to keep in good 
supply is the healing spell. This 
replenishes our hero's waning 
strength after battling with the 
apparitions in the castle. The 
screen display shows Drinn's 
current state of health as well as 
a scrolling list of the spells he 
possesses. Care must be taken 
to have a suitable touch of 
magic near to hand when 
entering a new room and you 
can find out what the best one 
will be by entering the room 
briefly and listening to the 
musical clue. 

Another spell which will be 
needed is called 'tell tale' and 
this is the help facility which 
will cause a pair of moving 
lips to appear while a cryptic 
clue appears on the screen. 
Success with a spell causes 
Drinn to turn purple but if you 
use a black and white monitor 
you will have to watch the 
screen very closely to see any 



change at all, but it's almost 
worth buying a colour monitor 
to play this game! 

Sometimes a spell cast in 
one room has no apparent 
effect but the colour change 
indicates that something has 
happened somewhere. 
Returning to the room where 
the spell was found usually 
reveals a surprise. 

The first guardian to be 
encountered is a minotaur and 
the booklet describes how to 
solve the problem just to get 
you started. From the second 
phase on you're entirely on 
your own. 

The music and the graphics 
in this game are very good 
indeed, though I did find the 
movements difficult to master 
at first. Spell casting caused 
similar problems but all of the 
rooms have flagstones and the 
matrix formed can be used as a 
guide. 

The principal aim is to 
preserve your spells for times 
when they may be really 
needed. Often foes can be 
outrun in the early stages and 
the skilful use of a sword can 
dispell some of the less 
powerful creatures. The puzzle 
element makes the game like a 
series of problem solving 
games and their solution is 
both engrossing and enjoyable. 



two and reloading it. The menu 
presents the castles in order of 
difficulty and offers you the 
option of either an unlimited 
number of lives or only three. 

The challenge is to find the 
exit door and leave the castle in 
the quickest possible time. A 
colour-coded screen mapping 
out the players' progress is 
shown every time a life is lost. 
This diagram also shows the 
position of the entrance to the 
next room. 

The inlay mentions piped 
music but the only sound 
emitting from the copy I have Is 
occasional high and low toned 
beeps. This is a stimulating 
game which will keep anyone's 
interest for hours. 



LIGHTNING MACHINE 

TURN TME SPftRKS ON 
OR OFF" EJ V - . I . • M I > I M « . 
I N IRON I O F I HE 

lui i i c; m rt M r> moving 
E J O V S T I 
K NRR f> OR 1 





DEFINITELY THE BEST FEA- 
ture of this platform game is 



that two players can assist 
each other against the castle's 



destructive forces, rather than 
fight each other. 

A word of warning, though, 
your 'friend' may think it is 
much more fun to help you 
only up to a point whereupon 
he may 'stab you in the back'. 

Tread carefully through the 
corridors lest you wake a 
slumbering Frankenstein or a 
murdering mummy. Matter 
transmitters can flash you 
across a room in an instant, but 
beware you don't land within 
range of a ray gun, which can 
zap you right back to the 
entrance of the castle. 

The player must load the 
scenario for each castle 
separately, by rewinding the 
tape to the beginning of side 



ACTION e p l a v 



Originality Payability Graphics Valuo For 

Money 



SPY V SPY: THE ISLAND CAPER 




-A- 


§ 3E~ r®. 


Beyond £9.95 


E.D. 


#' 






THOSE FIENDISH SECRET 
agents from the pages of Mad 
magazine are at it again. 

In the first Spy v Spy game 
they were restricted to 
searching a building but now 
they have been let loose on a 
volcanic desert island. This 
time the enemies must fight to 
find a hidden missile. Speed is 
of the essence because the 
volcano is due to erupt and 
cover the island in molten lava. 
As usual our heroes seem 
totally oblivious to the danger 
and are more intent on each 
other's destruction as they 
squabble for possession of the 
three parts of the missile. 

The most impressive feature 
of the game is the simultaneous 



action screens. The display is 
laterally split and one spy is 
controlled in the top sector 
whilst the other scurries about 
on the lower display. 

Inventive as ever, the spies 
have discovered how to use the 
resources of the island to make 
destructive anti-personnel 
weapons. Coconut bombs, 
snares and pits complement 
the natural hazards of 
quicksand and shark infested 
waters and the unnatural 
hazards of swordplay and 
gunfire. 

Central control is exercised 
by the skilfufl use of the Trap- 
ulator which tells you what 
objects you are carrying, your 
current strength and the time 



\*ft before the eruption begins. 
All functions are controlled by 
your joystick and you have to 
be pretty dextrous if you are 
going to defeat the computer 
control option. 

At first I found it best to 
select the two player option so 
(hat I could practice digging 
pits and setting all of the other 
traps, as well as finding the 
missile parts and screwing 
them together. 

The fact that the other spy 
does not move makes it 
awkward when you both 
occupy the same bit of the 
island. Such is the rivalry of the 
two spies that they would 
rather fight than search. Since 
both of these actions require 
you to press the fire button, 
you cannot search when you 
are together. This means 
moving, or killing, the second 
spy while you search his 'home' 
area. 

Once you have mastered 
the skills of the game, you are 
ready to compete. Each spy sets 
about the business of finding 
the missile parts and the neces- 
sary components for setting 
booby traps to slow down or 
eliminate his opponent. 
Coconut bombs, napalms, 
swords and guns can be used as 
found though some of the 
bullets in the guns may turn out 



to be blanks. Other traps have 
to be constructed. 

A pit can only be made if 
you find a spade and the pit can 
be more effective if it is turned 
into a punji pit by placing a 
sharpened stake at the bottom. 
Snares can be rigged up to a 
palm tree if you find the rope to 
do it with and the unsuspecting 
spy will hang upside down 
from the tree for several 
seconds if caught. To add to all 
this nastiness, bombs and 
snares can be set over buried 
missile parts but remember my 
warning about the indiscri- 
minate nature of booby traps, 
and also remember to watch 
what your opponent is doing 
and where he is doing it. 

When all three parts of the 
missile are in your possession, 
you must locate your escape 
submarine which will surface 
off the island and then 
rendezvous with it by wading 
out to sea. This can be difficult 
because you submerge and 
lose strength. Make sure 
you are feeling healthy enough 
to attempt it and look out for 
sharks. 

The Island Caper is 
extremely enjoyable to play 
because of the superb cartoon 
graphics and makes an 
excellent follow up to its 
predecessor. 



A.CE. 

Cascade £9.95 




ACE IS A SIMPLE SIMULATOR 
which involves a strategic war 
game and owners of a C-16 will 



already be familiar with the 
earlier version. 

You have to select the kind 



6 jl 8 5^ 9 8 



of mission and the armaments 
which you think will be 
required. 

Getting into the air is simply 
a matter of attaining the correct 
speed, pulling back on the 
joystick and raising the 
undercarriage. Now you have 
to locate the enemy by con- 
sulting the map which shows all 
the advancing enemy forces. 

Using the joystick and 
screen display, it is an easy 
matter to set your course to 
intercept the enemy as long as 
you can read a compass. 
Occasionally switching to the 
map ensures that you're on the 
correct path. 

Refuelling can be achieved 



by either landing at an allied 
landing strip or by rendez- 
vousing with a tanker in mid- 
air. Of the two, the tanker is the 
trickiest because you have to 
match height and speed to hit 
the trailing refuelling nozzle, 
and that's after you've found 
the wretched thing! 

Combat with the enemy 
relies on fast reactions, 
especially in air to air combat. 
Everything seems inclined to 
fire back but with machine 
guns blazing and heat seeking 

missiles flying, the battle soon 
becomes so absorbing that you 
have to remember to keep an 
eye on your height and speed. 



I 



ACTION E P L A Y_ J 





MHIv Graphics Vahta For 

Money 



WHO DARES WINS II 

Alligata £7.95 



E.D. 







IN THIS GAME YOU MUST 
pretend lo be a John Wayne- 
style one-man army as you f ight 
your way through eight battle- 
fields with guns blazing and 
grenades Hying. 

You have volunteered for a 
suicide mission to liberate your 
lost comrades-in-arms from 
the clutches of the enemy. To 
do this means penetrating 



deep into their territory and 
facing whatever problems they 
may throw at you. armed only 
with an eternally loaded rifle 
and a dwindling supply of hand 
grenades. Luckily, the enemy 
has left cases of grenades 
lying around which will replete 
your stocks. 

The enemy is always to the 
north {up the screen) and once 



the screen scrolls up a tine or 
two there is no going back. 

At first the enemy only has 
the same weapons as yourself, 
but soon you start to face 
mortar fire and armed pill 
boxes, which can be overcome 
without the use of a grenade 
but a well-placed lob means 
life becomes much easier. 

Every now and then a 
prisoner is facing a firing squad 
and bis freedom lies in your 
hands. A carefully aimed shot 
will despatch the guard and 
award a bonus mark. This is the 
theory but in practice I found 
that my little barnstormer seemed 
to be of the opinion thata dead 
comrade tells no secrets and 
often the guard escaped while 
the prisoner performed his 
death throes pirouette! 

Physical barriers also cause 
problems. The soldiers onrush 
is punctuated by greedy ponds 
and quicksand. Negotiating a 
pathway through these 
obstacles, under fire, is difficult 
but not as problematic as 
passing under the roads which 
criss-cross the landscape. 

Frequently a barbed wire 
border is guarded by a gun 
emplacement and if your 
soldier has used up all of his 



grenades, the only way to 
advance is to grit your teeth 
and charge. As you pass into 
the tunnel your soldier 
disappears from sight and 
careful manipulation of the 
joystick is necessary to avoid 
the incoming bullets. 

A successful charge inevit- 
ably brings you to the door of a 
sentry post which opens to dis- 
gorge a horde of troops under 
the command of an heroic 
captain who makes a bee-line 
off the screen to safety. If you 
can shoot him before he goes 
you are rewarded with a 
bounty of 1250 points, but even 
this high bounty is sometimes 
worth sacrificing in the face of 
so many other troops homing 
in. 

If all this wasn't sufficient to 
keep you busy, an extra bonus 
can be scored by destroying a 
dinghy escaping across a river 
and the occasional plane 
strafes its way across the screen. 

Once all the enemy has 
been killed you are allowed to 
advance to the next of the eight 
levels. Success at level eight 
takes you back to the opening 
screen but the enemy has taken 
new heart and fighls more 
ferociously. 



RED ARROWS 

Database Software 6.95 





FLYING WITH THE RED 
Arrows must be the dream of 
many people. Now you can 
gain the experience on your 
C64. 

Unfortunately the reaction 
of the plane is very slow and 
clunky. 

Eight of the formations 
which the Red Arrows use in 
their displays are represented 
in the game and you are Red 8. 
This means that you can use 
your radar to shadow Red 9 
who is always in the mirror 
image position of your jet. 

Menus give a wide range 
of options to help you learn 
how to fly and each manoeuvre 
can be tackled individually 
until you feel ready to join in a 



full display. 

It is a pity thai the screen 
display occasionally seems at 
odds with the action because of 
the slowness of the display. It is 
such a good simulator in terms 
of facilities. Airbrakes, under- 
carriage, elevators, ailerons, 
rudder and thrust are all under 
your control but you can opt to 
have some of the pressure 
taken off you by choosing an 
auto mode. 

The program is the only 
formation flight simulator 
available and as such will 
probably sell quite well, which 
is good news for the charities 
nominated by the Red Arrows 
to receive a share of the 
proceeds. 



ACTION rep la y ! > if ..«- 

W " "^^"^ ■ Mil, BnpMN v.. w .f.M 





<C) 1985 
M. Bryant 



Flu noue 



WITH THE WORLD CHESS 
championships taking place, 
interest in this game of mental 
stamina is keener than ever 
before. Using a chess computer 
is probably the best way to 
learn the game and Colossus 
Chess 4 is top of the tree among 
those programs presently 
available. 

Chess without doubt, is the 
most skilfull game of them all, 
because there is no element of 
luck or chance. The best player 
should always win. Therefore, 



when looking for a chess 
program, the one to choose is 
the one that makes you a better 
player and improves your 
game. A chess program also 
removes the problem of 
finding human opponents of 
your standard. 

Colossus 4 allows you to 
choose the strength of the 
computer's play by adjusting 
the time you allow it to think 
out its moves. The longer you 
allow the machine to think, the 
better its moves become. 



HERMIT'S ELECTRONIC STORY MAKER 

Kids! £9.95 cassette £12.95 disk 




ALL THE MUPPET FAVOURITES of the 
are included plus the real star banana. 



show, an animated 



The game is easy to play and 
the pieces easy to control, 
especially since a three 
dimensional board has now 
been added. 

The program has a perfect 
understanding of all the rules 
including under-promotions, 
the 50 move rule and all draws 
by repetition. 

While waiting for the 
computer to move, you can 
observe its current thinking by 
pressing the space bar, see a 
hint move and have the 
computer's assessment of the 
state of play. 

Colossus 4 examines about 
300 positions per second. 
Whilst you are working out 
your move, it assumes your 
next move and works out its 
reply. However it only gets 
about one in three correct. 

You can set up full 
tournament mode, or specify 
an average time per move or 
even play a game against the 
clock. For postal chess players 
there is an infinite mode and a 
problem solving mode - to 
help with the chess problems in 
the daily papers. 

The program has other 
useful features, such as: 
Allowing you to retrieve your 



The graphics are bright and 
some amusing combinations 
can be created with bouncing 
bathtubs in a bowl of soup. 

Sound effects and music 
can be added but one disad- 
vantage is that scenes are self 
contained and you can't make 
a continuous story line. 

Once the child has worked 
through the wacky permuta- 
tions the program has limita- 
tions but as an introduction to 
new vocabulary and simple 
sentences Muppet -aided 
learning is a breezy alternative. 

If you are willing to entrust 
your child's education to a 
showbiz amphibian turned 



position if you make a mistake 
(or want to cheat!): letting you 
play for either side, or watching 
the computer play itself. After 
the game you can watch an 
action replay, or your own 
victory or see where you went 
wrong. 

Those with masochistic 
tendencies can try out a game 
of invisible chess. 

One of the new features is 
the ability to set up quantity 
parameters. For experienced 
players, this make's the game far 
more interesting. Colossus also 
has a bank of about 300 
openings so you can try out 
many different tactics. Also the 
new "Draw score" allows you 
to make the computer try very 
hard for a win rather than 
settling for a draw as many 
programs do. 

If you want a challenging 
game then try Colossus 4, 
although experienced players 
will find that they still have to 
allow a long time for moves to 
get a demanding game. 

However, if you own 
Colossus 2, then there is little 
point in changing over to the 
new version as the differences 
do not really justify the 
expense. 




s mm 



academic and have him or her 
interacting with the likes of 
Conzo to construct scenarios 
featuring flying bananas this 
could be the program for you. 
One drawback however, is the 
price. 

It's undoubtedly a slick 
package high on entertainment 
value but perhaps too 
restricted in educational terms 
to merit the price tag for cost 
conscious parents. 

Personally I think this fun, 
fun, fun approach to the three 
R's has gone far enough. When 
is some visionary software 
house going to sign up Janet 
and John? 



six-four supplies company 



p.o.boxia, whitsfcable, kent ct5 Itj 



iMt en rouH supPLiri to n in 
... •<•■•■ .. ■ aaWia M namtu 
i.Uam ta in (Mri m ai la ........ man 

IHWIIM Ml*. toaaa 'B'IHibM Wlw 

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■Inn MfM aa in to If Nit-**' - 

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Mar 





Letters 



This month we begin a 



regular letters page where 



you can send us your ideas, 



views, moans and, of course, 



compliments! There's also £10 




for the month's star letter. 



Print Hint 

Why is it that all computer magazines 
want a computer printout with any sub- 
mitted program? 

I write a lot of programs and would 
love to send some of them to you and 
hopefully have them published. 
However, I can't afford a printer and 
therefore can't get a printout of the 
program. 

Julie Smith, Newtownards 

/ would like to make it clear that we don't 
insist on every program having a listing 
with it. Please do send your programs to 
us anyway. 

The reason that we ask for a listing to 
be included if possible is so that we can 
judge how long the program will be when 
we print it. It also serves as a reference if 
we get any queries from people who type 
the program In. 



Stay Sharp 

On reading the November 1985 edition of 
Your Commodore I was delighted to read 
Stuart Cooke's comment stating that 
having joined forces with Your 64, you will 
be bringing us the best Commodore 
magazine around. 

Your 64 began its life as a practical and 
informative magazine. Its deterioration 
into an overpriced games review, 
seemingly written by children for 
children, was rapid! 

I have noticed with several, now 
defunct magazines, that the first stage of 
their decline was marked by an increase in 
games reviews and a corresponding 
decrease in informed editorial. 

The second stage was heralded by 
letters of complaint about the content of 
the later issues. The reply to these has 
become infuriatingly predictable - the 
favourite being "we can't publish if you 
don't send us". Editors would do well to 
remember that we pay for a magazine to 
inform us or entertain us, to provide us 
with a service. Customer participation is 
all very well but should not be to provide 
the material. 

I hope that Your Commodore 
continues to be a good read and does not 



degenerate into another fab mag with fab 
games reviews, brill banter and high 
scores. 

Eric Pickering, Corwen 



/ am pleased to say that Your Commodore 
will certainly not 'degenerate into 
another fab mag', in fact we hope that 
quite the opposite will happen. Our aim 
as an editorial team is to produce a well 
balanced informative magazine for those 
people who want to do more than just 
play games on their Commodore 
computer. 

As for your comment about 
submitting articles to the magazine, I am 
afraid that it is only too true of any 
magazine that 'we can't publish if you 
don't send us'. You, the readers, are the 
ones that are discovering new things 
about your computers or writing 
programs that you think will be of use to 
other people. How can other people hear 
about these things if you don't send them 
to the magazine? Don't forget we do pay 
for all material that we use. 

Merger Moans 

Before Your Commodore and Your 64 
were joined I used to purchase Your 64. 
Looking through the new mag I was 
deeply shocked - I couldn't see anything 
on hints and tips, no cheats or POKEs also 
there was no software chart. 

When I glanced through the new 
magazine I noticed that most of the pages 
were given up to listings. Not that I mind 
listings, but is it really necessary to have 
that many or is it just a cheap way of filling 
up pages? 

I also noticed that you were giving 
away 10 Compunet modems, how about a 
feature on Compunet to go with them? 
Andrew Bailey, Horsham 

We get quite a number of letters and 
phone calls at Your Commodore asking 
for the POKEs for certain games so that 
you can be made indestructable or have 
infinite lives. 

Our feeling is that by entering these 
POKEs you are spoiling the game. Surely 
the whole point of buying a game is to try 
and solve the puzzles that the 
programmer of the game has set? If you 
are going to cheat, what's the point in 
buying the game in the first place? Unlike 
many other magazines we don't publish 
maps of games either for exactly the same 
reason. 



We do realise that we devote a large 
number of pages to listings. This is not a 
cheap way of filling up pages, in fact it is 
usually more expensive. The reason that 
we have so many pages of listings is quite 
simple. We aim to publish programs of as 
high a quality as possible, in fact most of 
our programs are of commercial quality. 
Obviously the better programs are usually 
the longer ones and this does take up 
space. 

We could reduce the amount of space 
that we give over to listings by simply 
publishing hex loaders for all the 
programs. At the moment we publish 
both a loader and the assembly code. 
Many people prefer it this way since they 
can follow the program through and find 
out how it works. 

As for your question about Compunet. 
We do have a regular article on commun- 
ications called Communications Corner 
and we also have a number of pages and 
programs on Compunet, 



Letter from Oz 

I was reading through my back issues of 
Your Commodore when I came across an 
article in the May issue called Softrock. 

What do you mean by saying: "They're 
not bad for Aussies". If you stopped 
whinging and looked around, you'd see 
that our country is 10 times better than 
yours. Also Rolf Harris is not the only 
musician of any note, he is hopeless. If 
you want good music then listen to the 
Models, Men at Work, Australian Crawl, 
INX5, Pseudo Echo, Midnight Oil and 
Icehouse among others. 

And, all Australians don't play 
didgeredoos, so go stick a pork pie up 
your nose. 

When you make some decent 
software, get a decent cricket team and 
win the America's Cup then you can start 
knocking other people. Tom Nash is dead 
meat. 

And you'd better publish this letter, 
unless it takes as long to get to England as 
your magazine takes to get here, in which 
case you'll never get it! 
Damien Marsh, Victoria, Australia (and 
proud of it!) 



We'd like to apologise to Damien and any 
other Australian readers who found this 
offensive. Our reviewers occasionally get 
a bit carried away. However we'd just like 
to point out that England now holds the 
Ashes! 



E 




COM MODORE PLUS 4 AND C16 

w\ 



CAN YOU MEET THE CHALLENGE OF:- 




WARNING:- PLAYING 



HIT& MISS 

COULD SERIOUSLY DAMAGE YOUR 
HEALTH. BUT IT CERTAINLY WILL NOT 
DAMAGE YOUR WEALTH 



HIT & MISS DEFINITELY IS A MIND CHALLENGE OF MEGA 
PROPORTION THAT ALL YOUR FAMILY AND FRIENDS CAN TAKE 
PART IN. FROM SINGLE PLAY TO DOUBLES IT WILL STRETCH YOUR 

MENTAL DEXTERITY TO THE FULL 

BUTREMEMBER:- 

" IT TAKES MORE THAN JUST GUESSWORK TO 
BECOME A GENIUS WITH HIT & MISS" 



VENTUREGATE UP 

AVAILABLE AT MOST GOOD SOFTWARE OUTLETS 



ORDE R YOUR COPY :- 

FROM:- VENTUREGATE LTD., 17 HAROLD ROAD. W. YORKSHIRE. LEEDS LS6 1PR. 

NAME (BLOCK LETTERS) . 

ADDRESS 



COUNTY. 



POSTCODf 



PLEASE SEND ME 



COPY/IES OF "HIT & MISS" AT 



£7.99 COMPLETE WITH A FREE POSTER WITH EVERY COPY. 
(FREE A2 POSTER AND FREE P & P) 



HAT. COM AND 



IN THE LAST THREE ARTICLES 
in this series I have given all the 
initialisation and wedge 
routines needed to add extra 
commands to the Basic of a C64 
computer. 

I have also given the code to 
add nine new commands to 
Basic. These are; CTL, APPEND, 
CHANGE, DUMP, FIND, 
AUTO, CHAIN, DELETE, and 
RENUMBER. This month I am 
adding a further three com- 
mands, they are; MAT, SORT, 
and VARPTR. 

These commands, unlike 
the previous 'toolkit' type 
commands, are used to 
manipulate and modify data 
arrays. Data manipulation 
commands like these can both 
save considerable amounts of 
Basic program code, and in 
addition have the added bonus 
of a considerably shorter 
processing time. All three new 
commands require that the 
wedge and initialisation code 
given in the first part of the 
series are present in memory at 
the correct locations, and that 
their command names and 
entry points are stored in the 
correct tables. These com- 
mands are independent of the 
previously added commands 
and can therefore be used 
without the previous routines. 
To ensure that you have the 
wedges and new routines 
correctly positioned, the Basic 
loader at the end of this article 
gives only the initialisation 
routines and the three new 
commands. The commands 
added in previous issues have 
been left out in order to keep 



the loader of a manageable 
size. All the programs used in 
this series are extracted from 
the book Advanced Com- 
modore 64 Basic Revealed by 
Nick Hampshire and published 
by Collins. 

MAT 

Abbreviated entry; M(shift)A 
Token: Hex $EE,$11, Decimal 
238,17 

Modes: Program and direct 
Purpose: To perform arith- 
metic operations on entire 
arrays, assuming their contents 
to be matrices. 

Syntax: MAT array name = 
(arithmetic expression). 
Assigns scalar value to all 
elements of the matrix in the 
array. Brackets are required 
around the expression. 
MAT array name = array name 
Assigns all corresponding 
elements from one array to 
another. Both arrays must be 
numeric and of the same 
dimensions. 

MAT array name - array name 
operator (arithmetic expres- 
sion). 

Or MAT array name = (arith- 
metic expression) operator 
array name. The operator may 
be + or * to add or multiply a 
matrix with a scalar value. 
MAT array name = array name* 
array name. All three arrays 
must be of ihe same 
dimensions, and numeric. 
MAT array name =array name " 
array name. Array sizes must 
follow the convention for 
matrix multiplication ie. (a"c) = 
(a * b)"(b x c). Where a,b,c are 
the array sizes in the DIM 
statement plus 1 (element 0) is 
used. 



iooo ;mttmssmitmmmtt 

1010 i 16 BIT UNSI6NED HULTIPLY 

1020 ilMtftttltttttttttlttttttf 

1030 | HAREA ■ Nl I N2 

1040 j 

1050 Nl .NOR 0 

1060 N2 .H0R 0 

1070 RESULT .NOR 0 

10B0 ; 

1090 NHULT LDA 10 ; ZERO RESULT 

1100 STA RESULT 

1110 STA RESULT* 1 

1120 LDA N2 ; END IF N2=0 

1130 QRA M2+1 

1140 BED HHULT2 

U50 HHULT1 LDA Nl ;N1 = 0 ? 

1160 0RA NH1 

1170 BNE HHULT3 

1180 HHULT2 RTS 

1190 HHULT3 LDA II ;IF BIT 0 OF Nl 

1200 AND Nl ; THEN ADD N2 TO RESULT 

1210 BED HHULT4 

1220 CLC ;ADD N2 TO RESULT 

1230 LDA N2 

1240 ADC RESULT 

1250 STA RESULT 

1260 LDA N2+1 

1270 ADC RESULT+1 

1280 STA RESULT M 

1290 HHULT4 ASL N2 ;N2 = N2 I 2 

1300 R0L N2M 

1310 LSR Nl+1 ;N1 = Nl / 2 

1320 R0R Nl 

1330 JHP NHULT! 

1340 ; 

13S0 | 

1360 ; 

1370 itmtiitmitmmtum 

1380 i MATRIX ARITHMETIC 

1390 ititiMiimttsmttittm 

1400 ; 

1410 ISNALF = $8113 




I17A PUDCDT - .70 


2000 BNE NTEXP2 


2580 


LDY DFACN 


JiTA rupccr . tn 
itou wnrtoti - if A 


"IA I A irri * Ar"r ( r~ i i • i r y It* i x 

2010 JSR IAEF1 jEVAL. EXP. IN ( ) 


2590 


JSR IBBD4 


tun UhAxrt yno a .madtadic uaupp 
IWI VKHntl ,IUK 0 {VARIABLE NAMES 


2020 LDA I0D {CHECK NUMERIC 


2600 


LDA 11 {SET TYPE FLA6 TO CONST 
STA VTYPE3 


liSfl UTVPC1 DVT A 
M3V VI Trtl ,BYI 0 


2030 BNE TYHISE 


2610 


1460 VNAHE2 .NOR 0 


ft A | A 1 P\ Li 1 j p i akj . - ^ fm m m Mm r\ rv « mt i 

2040 LDX KFACH {FACI1 TO FACH 


2620 


JSR CHRG0T ; END OF STATEMENT ? 


I17A LrYVKI OVT ft 

M/M Vlirtz .BYT 0 


HAP A 1 f,tl | \ f A Au 

2050 LDY DFACN 


2630 


BEQ D0HAT 


1 iPfl UUAHCT HAD ft 
MOU VHAnto .WOK 0 


2060 JSR $BBD4 


2640 


SYNTE JHP IAF08 {SYNTAX 

NTEXP3 JSR ISNALF {GET ARRAY NAHE 

BCC SYNTE {SYNTAX ERROR 

STA VNAHE3 


liQfl UTVDCT DVT ft 


2070 LDX 11 ; SET TYPE FLAG TO CONST 


2650 


1 1AA CAm * — lit ■ Tryn n nAYTiir pti"i«p 

13UU r-flin 1 - 1+5 J TEflP FLOATING STORE 


2080 STX VTYPE2 


2660 


HIA C/ift • _ iiC . trim n nATlkir nnnr 

1310 Mil I s I*5 ;TtHP FLOATING STORE 


2090 JHP CHKOP 


2670 


UGT7CI UDD A > ADD/ V DTTCC 
I3^v Vbutl ,H0K 0 {ARRAY SUES 


2100 NTEXP2 JSR ISNALF {6ET NAHE 


2680 


JSR CHRGET 


11TA UCfTCI UAD a 
13wU Vbutu ."UK 0 


2110 BCS CH0K2 {CHECK LEGAL 


2690 


BEQ D0HAT ; : OR END OF LINE 


i CIA iicr >r! unn a 

1340 VSIZE3 .NOR 0 


2120 JHP IAF0B {SYNTAX 


7700 


BCC CH0K3 


(CCA ADTunr rut a. .nnrnnun Yunr 

1330 OPTYPE .BYT 0 | OPERAND TYPE 


2130 CH0K2 STA VNAHE2 


2710 


JSR ISNALF 


ISAfl UPTD1 b tPR 
1JOV Vrlnl * 9t0 


li aa icq pnnrPT .ppt pppnun piiAn 

2140 JSR CHRbET }6ET SECOND CHAR 


2720 


BCC EDVNA3 


UPTR9 - 4PH 


oiia dpp PunviA . uiiunrn n 

2130 BCC CH0K2A jNUHBER ? 


2730 


CH0K3 STA VNAHE3+1 




it in ipd tpuai r 

2160 JSR ISNALF 


2740 


LNE3 JSR CHRGET 


ISQA UCTT1 UDD ft 


H 7A DPP rmiUAi . purpif rnn m 1 

2170 BCC EDVNA2 {CHECK FOR • I 


2750 


BEQ D0NAT 


lAAfi UQTT1 yAD ft 

low vai . i .kuk o 


1 1 OA PUHL'IA PTA IIUAUPIi. 

2180 CH0K2A STA VNAHE2*! 


2760 


BCC LNE3 


1A1A UCTT7 UAD ft 
IQlv Vol 1 j .RUK U 


2190 LNE2 JSR CHRGET {SCAN TO END 


2770 


JSR ISNALF 


tA?A ti yno ft 

lo£v 11 .RUK 0 


M AA A A A A\ i hj p n r\ m— < ■ * m, m. - _ ^ ^ 

2200 BCC LNE2 {OF VARIABLE NAHE 


ft ^ A A 

2780 


BCS LNE3 


1AT.A T7 UAD A 
loiv \l .WOK 0 


2210 JSR ISNALF 


2790 


EDVNA3 CMP I'f ; IS IT A STRING 


lAifl • 
1G7U | 


^AAa AAA i ur fc 

2220 BCS LNE2 


AAAA 

2800 


Alll" M A T Pi T 

BNE NSTR3 


t A e ■1 • 
xOJv | 


2230 EDVNA2 CHP | f | {CHECK FOR '$' 


A A 1 A 

2810 


i n w ■ AA 

LDX 122 


IAAA • 
I 00 V | 


2240 BNE NSTR2 


AAAA 

2820 


JHP IA437 


io/v phi ain vnHntl jut! rlKbl flKKflj 


' ' tl A 1 A W Am A^\ L | p\ mm _^ — _ . m _ ^ 

2250 LDX t22 ; TYPE MISMATCH 


2830 


NSTR3 CHP I'X ;IS IT INTEGER 




2260 JHP IA437 


inin 

2840 


BNE NTINT3 


iaqa ore runt ■ i ccai 
loYU Bib IHUK ; LtoAL 


AH7A 1 1 A T ft ft U ft B \ I, mm. m. t mm K - - ^_ 

2270 NSTR2 CHP I'l {CHECK IF INTE6ER 


2850 


lAf'ft -a iff i "1 

DEC VTYPE3 


1 TAA mo aAmn puiitam 

1/00 JHP IAF0B i SYNTAX 


AAAA P\ t t P* A i il ' n n 

2280 BNE CHKOP 


ft ft f A 

2860 


JSR CHRGET {NEXT CHAR 


1710 CHQK LDA 10 


2290 JSR CHR6ET 


2870 


BEQ D0MAT 


1720 STA VNAHEl+1 


2300 DEC VTYPE2 ;SET INTE6ER FLAG 


2880 


NTINT3 JHP IAF08 {SYNTAX 


1 77A C T A IIMAUPHil 

I /JO STA VNANE2+1 


ft^ j A ftlilf#\ft t n It mm. 

2310 CHKOP LDX 10 {CHECK OPERAND TYPE 


2890 


D0HAT LDA VTYPEI {FIND ARRAY 1 


1 7 J A PTA IIUAUPY i 1 

1/40 STA VNAHE3+1 


*i7A A ft^b ft ft T \ r mm 

2320 STX 0PTYPE 


2900 


BEQ VI REAL 


1 7BA PTA IITl/nPt 

1/30 SIR VTYPEI 


■ 77 A 7 ft ft ft 1 1 n m* tT\ mr —j . . fc • a ^ l < 

2330 JSR CHR60T j END STATEMENT ? 


2910 


LDA 1128 {SET HI BITS ARRAY NAME 


171 A PTA iitunrn 

1/60 STA VTYPE2 


2340 BNE NASSIG 


2920 


0RA VNAHE1 


1 77A PTA iifunpi 

1770 STA VTYPE3 


2350 JHP D0HAT 


2930 


STA VNAME1 


1 7QA 7 rn Pdnppr 

1/80 JSR CHRGET 


2360 NASSI6 INC OPTYPE 


2940 


LDA 1128 


non npp pmpui 

17t0 BCC CH0K1 


"7** A U f\ ■ _ ■ m m\ . mm mm mmm mm mm 

2370 CHP If AA {CHECK FOR ADD + 


2950 


0RA VNAHEU1 


1 OAA IPO TPUAI P 

loOO JbR 1SNALF 


A7fiA Af*A rr Tin 

2380 BE0 GETV3 


AA t A 

2960 


ft T L 1 1 II A Uft m ■ 

STA VNAHE1+1 


1810 BCC EDVNA1 ; GO CHECK FDR Z $ = 


2390 INC OPTYPE 


2970 


VlREAL JSR FINDAR {FIND ARRAY ADDR 


1 Q1A rUfl* ( PTA I in » itr a • . 

lozO CH0KI STA VNAnEl*! 


A J A A AW A A a A ft ft 1 1 P" ft 1 1 m- t-K « a i . _ 

2400 CHP IIAB {CHECK FOR SUB - 


rift ft A 

2980 


m\mm l ■ ||t | _. g— 

STX VSIZEI 


tQTA 1 UP IPn PlinPrT ""In r\* n.-r prn< 

1830 LNE JSR CHR6ET ; SCAN PAST REST 


2410 BEQ GETV3 


2990 


ft V 1 1 llA | IP i 

STY VSIZEl+l 


1 D1A DPP i UP . »r M'n mu- 

1840 BCC LNE ;QF VflR NAHE 


2420 INC OPTYPE 


«< A A 

3000 


LDA VPTR1 {STORE IT 


IOCA 1PQ tpuai r 

1830 JSR ISNALF 


2430 CHP MAC {CHECK FOR HULT t 


3010 


STA VSTT1 


I AAA DPC 1 yc 

1060 Bib LKt 


liin npn rrnn 

2440 BED 6ETV3 


*f A A A 

3020 


i pi a liftVfti i 

LDA VPTRl+1 


IOTA rnillip f n ■ nur^if ^nn 

1870 EDvNAl CNP |'| ;CHECK FOR STRIN6 


2450 JHP IAF08 {SYNTAX 


3030 


STA VSTT1+I 


1 QOA nup iirrni 

1880 BNE NSTR1 


*l J / A r r T 1 1 7 * ft ft ft - aK ■ mm mm 

2460 GETV3 JSR CHRGET 


3040 


LDA VTYPE2 


1QOA TVMTCC 1 I\V 111 
1BY0 ITnlbt LD* 122 


2470 CHP IM {CHECK FOR ( EXP ) 


•f AP A 

3050 


CHP 11 


1V00 JHP IA437 {TYPE MISMATCH 


n j n * ft 1 1 r" bit f mt & ■■ 

2480 BNE NTEXP3 


3060 


BEQ 6AR3 {EXPRESSION 


i O i a uPTn i pun a ■ u 

1YI0 NSTR1 CAP I'X 


2490 LDA VTYPE2 {CHECK TYPE2 FOR 


3070 


LDA VTYPE2 {SET UP ARRAY NAHE 2 


1920 BNE NTINTI {NOT INTEGER ARRAY 


2500 CHP 11 ;BEIN6 CONSTANT 


3080 


AND If 80 ;F0R SEARCH ROUTINE 


IOTA HCr lITVOCl .PPT Tunr Pi "r -n >p> 

1YJU utL VTYPtl {SET TYPE FLAG TO IFF 


2510 BNE BEXP0K 


3090 


STA Tl 


1940 JSR CHRGET ; GET NEXT CHAR 


2520 JHP IAF08 : SYNTAX 


3100 

v ■ v v 


DRA VNAHF7 


1950 NTINTI CNP t$B2 ; TOKEN FOR = 


2530 BEXPOK JSR IAEF1 jEVAL EXP 


3110 


STA VNAME1 


I960 BE Q F0E0 


2540 LDA I0D 


3120 


LDA VNAHE2+1 


1970 JMP IAF0B {SYNTAX NOT = 


2550 BEQ NUH0K 


3130 


0RA Tl . 


1980 FOEO JSR CHRGET 


2560 JHP TYHISE (TYPE HISHATCH 


3140 


STA VNAHE1+I ► 


1990 CAP IM {CHECK FOR ( EXP. ) 


2570 NUH0K LDX KFACH :FACI1 TO FACH 


3150 


JSR FINDAR ;FIND ADDRESS ARRAY 2 




Programming 



The MAT command will 
only accept arrays of 1 or 2 
dimensions, of only numeric 
type and with not more than 
255 elements in either 
dimension. 

Errors: Syntax error - when the 
expression is not in brackets or 
an illegal operator is used. 
Type mismatch - for string 
arrays 

Bad subscript - for arrays of 
incorrect size etc. 
Use; High speed matrix arith- 
metic is approximately eight 
times faster than an equivalent 
Basic subroutine. Using this 
command also saves the use ot 
nested FOR . . . NEXT loops, and 



thereby reduces the chances of 
an out of memory error due to 
the stack being full. As most 
versions of Basic on mainframe 
computers have full matrix 
arithmetic this subset of the full 
MAT command will be useful 
in converting programs to run 
on the C64. Matrix arithmetic is 
often used in programs 
handling large amounts of 
numbers in linear equations. 

The routine uses the simple 
convention that a matrix of size 
a ^ b will be stored in an array 
dimensioned by DIM A(a-1, b- 
1). This means that a routine to 
read a 5 * 2 matrix from data 
statements would be: 



DIM A(4,t) 
FOR I = 0 TO 4 
FOR J = 0 TO 1 
READ A(IJ) 
NEXT J, I 
DATA 0,4 
DATA 3,5 
DATA -5,3.45 
DATA 1,1 
DATA .4, -4 

To print an array use a routine 
like: 



FOR I ~ 0 TO 
FOR | = 0 TO 
PRINT A(I,J), 
NEXT J 
PRINT 
NEXT I 



The matrix multiplication is 
equivalent to: For matrix sizes 
(a x c) = (a x b) * (b x c). 

DIM A(a-1, c-1), B(a-1, b-1). 

c(b-l.c-l) 

MAT A = B * C 

is the same as but faster than : 

FOR I = 0 TO a-1 
FOR J = 0 TO c-1 
T = 0 

FOR K = 0 TO b-1 
T = T + B(J,K) •C(K,I) 
NEXT K 
A(J.l) = T 
NEXT J 
NEXT I 



3160 

3170 

3180 

3190 

3200 

3210 

3220 

3230 

3240 

3250 

3260 

3270 

32BO 

3290 

3300 

3310 

3320 

3330 

3340 

3350 

3360 

3370 

3380 

3390 

3400 

3410 

3420 

3430 

3440 

3450 

3460 

3470 

3480 

3490 

3500 

3510 

3520 

3530 

3540 

3550 

3560 



STI VSIZE2 
STY VSIZE2+1 
LDA VPTR1 
STA VSTT2 
LDA VPTRi+l 
STA VSTT2+1 

6AR3 LDA QPTYPE ; ARRAY 3 
BEQ D0HATA ;N0 ARRAY 3 
LDA VTYPE3 



IT A CONSTANT 
; YES 

IS ARRAY 3 INTEGER 



CHP tl ; IS 
BEQ D0HATA 
AND 1180 ; 
STA Tl 
LDA VNAHE3 
0RA Tl 
STA VNAHE1 
LDA VNAHE3+1 
0RA Tl 
STA VNAHE1+1 

JSR FINDAR ; FIND ARRAY 3 

STJE VSIZE3 

STY VSIZE3+1 

LDA VPTR1 

STA VSTT3 

LDA VPTR1+1 

STA VSTT3+1 

D0HATA LDA 0PTYPE ;SET A JUMP 
ASL A ;F0R OPERATION 
TAX 

LDA OPJTAB.X 
STA 0PJHP 
LDA 0PJTAB+1.X 
STA 0PJHP+1 
JHP (0PJHP) 

■ 

0PJMP .NOR 0 ;JUHP VECTOR 
OP J TAG .H0R ASS6N ; JUMP TABLE 

. NCR ADDSUB 

.NOR ADDSUB 

.NOR HULT 
; ttt HAT AA « C 



3570 
3580 
3590 
3600 
3610 
3620 
3630 
3640 
3650 
3660 
3670 
3680 
3690 
3700 
3710 
3720 
3730 
3740 
3750 
3760 
3770 
3780 
3790 
3800 
3810 
3820 
VECTOR 3830 
3840 
3850 
3860 
3870 
3B80 
3890 
3900 
3910 
3920 
3930 
3940 
3950 
3960 
3970 



: ARRAY CONSTANT 



ASS6N LDA II 

CHP VTYPE2 

BEQ ASSIC 

JHP ASARAR 
ASSIC LDX 15 

LDA VTYPEI 

BEQ ASSR1 

LDA KFACH ;FACH TO FACI1 
LDY DFACH 
JSR IBBA2 

JSR IB1BF ; FLOAT TO FIXED 
LDA $64 jSTQRE INT IN FACH 
STA FACH 
LDA $65 
STA FACH+1 
LDX 12 

ASSR1 STX VTYPE2 ;ST0RE ELEHENT LENGTHEN 
LDA 10 jCALC NUMBER OF ELEHENTS *150 
STA Nl+i 4160 
STA N2+1 4170 
LDA VSIZE1 4180 
STA Nl 4190 
LDA VSIZE1+1 4200 
STA N2 4210 
JSR HHULT ; RESULT =N1 I N2 4220 
JSR TRPT1 ;C0PY POINTER TO ZERO PA6E 4230 
LDY 10 4240 

ASL00P LDX 10 ;FACM TO ARRAY 4250 



3980 

3990 

4000 

4010 
4020 

4030 

4040 

4050 

4060 

4070 

4080 

4090 

4100 

4110 

4120 

4130 



0RA RESULT*] 
8NE ASL00P 
RTS 



ASARAR 



ASL0P LDA FACH.X 
STA (VPTRlt,Y 
INX 

INC VPTR1 

BNE ASNC 

INC VPTR1+1 
ASNC CPX VTYPE2 

BNE ASL0P 

LDA RESULT 

BNE ASNC9 

DEC RESULT* 1 
ASNC9 DEC RESULT 

LDA RESULT 



ARRAY FILLED ? 



4260 
4270 
4280 
4290 
4300 
4310 
4320 
4330 
4340 
4350 
4360 
4370 
4380 



LDX 15 ;SET VAR LENGTH 
LDA VTYPEI 
BEQ ASR1R 
LDX 12 

ASR1R STX VTYPEI 
LDX 15 
LDA VTYPE2 
BEQ ASR2R 
LDX 12 

ASR2R STX VTYPE2 

LDA VSIZE1 ; COMPARE ARRAY SIZES 

CMP VSIZE2 

BEQ ASRS0K 
ASRSUB LDX M12 ; BAD SUBSCRIPT ERROR 

JHP IA437 

ASRS0K LDA VSIZE1+1 
CHP VSIZE2+1 
BNE ASRSUB ; ERROR 
LDA VTYPEI ; ARRAYS SAHE TYPE ? 
CHP VTYPE2 
BNE ASRIR ;N0 

LDA 10 jCALC SIZE OF ARRAYS 
STA Nl+1 
STA N2+1 
LDA VSIZE1 
STA Nl 

LDA VSIZE1+I 
STA N2 
JSR HHULT 
LDA RESULT 
STA Nl 
LDA RESULT* 1 
STA Nl+1 
LDA VTYPEI 
STA N2 

LDA tO k 
STA N2+1 W 



4390 
4400 
4410 
4420 
4430 
4440 
4430 
4460 
4470 
4480 
4490 
4500 
4510 
4520 
4530 
4540 
4550 
4560 
4570 
4580 
4590 
4600 
4610 
4620 
4630 
4640 
4650 
4660 
4670 
4680 
4690 
4700 
4710 
4720 
4730 
4740 
4750 
4760 
4770 
4780 
4790 
4800 
4810 
4B20 
4B30 
4840 
4850 
4860 
4870 
4880 
4890 
4900 
4910 
4920 
4930 
4940 
4950 
4960 



JSR MULT 

JSR TRPT2 ;SET POINTERS TO ARRAYS 
LDY 10 

ASSTLO LDA (VPTR2) , Y {BLOCK HOVE OF 

STA (VPTRU.Y {LENGTH IN RESULT 

INC VPTR1 

BNE ASSTN1 

INC VPTRHl 
ASSTN1 INC VPTR2 

BNE ASSTN2 

INC VPTR2+1 
ASSTN2 LDA RESULT 

BNE ASSTN3 

DEC RESULH1 
ASSTN3 DEC RESULT 

LDA RESULT 

ORA RESULT* 1 

BNE ASSTLO 

RTS 

ASRIR LDA 10 
STA NHI 
STA N2+1 
LDA VSIZE1 

STA Nl jCALC NUMBER OF ELEMENTS 
LDA VSIZEU1 
STA N2 
JSR HHULT 
JSR TRPT2 
ASRLOP LDY 10 

LDX 10 i ARRAY ELEMENT TO FACH 
ASRLP1 LDA ( VPTR2) , Y 

STA FACH.X 

INC VPTR2 

BNE ASRNC2 

INC VPTR2*! 
ASRNC2 Ml 



CPX VTYPE2 




BNE ASRLP1 




CPX 15 




BNE ASRITR 




LDA KFACH 


; FACH TO FACH 


LDY t>FACH 




JSR SBBA2 




JSR IB1BF ; 


FLOAT TO FIXED 


LDA $64 




STA FACH 




LDA 165 




STA FACH+1 




JHP ASRTH ; 


FACH TO ARRAY 



ASRITR LDA FACH 
LDY FACH+I 

JSR $8391 ; FIXED Tfl FLOAT 
LDX KFACH {FACtl TO FACH 
LDY DFACH 
JSR SBBD4 
ASRTH LDY 10 
LDX 10 

ASRTH I LDA FACH.X 



4970 STA (VPTRD.Y 


5550 


LDA 


(VPTRD.Y 


4980 INX 


5560 


CHP 13 


4990 INC VPTR1 


5570 


BHI FANDOK 


r~ AAA riii - i A A lift | 

5000 BNE ASRNC1 


5580 


FAE1 LDX t$12 {ERROR HORE THAN 2 DII 


5010 INC VPTRHl 


5590 


JHP $A437 


5020 ASRNC1 CPX VTYPE1 


5600 


FANDOK TAX 


5030 BNE ASRTH! 


5610 


TUV 
INT 




5040 LDA RESULT 


5620 


1 Tit 


f UPTOI \ V 
IVr Inl ) | I 


5050 BNE ASRTH3 


5630 


Due 

BNt 


rAtl {FIRST DIH TOO BIB 


5060 DEC RESULT* 1 


5640 


TUV 

INT 


5070 ASRTH3 DEC RESULT 


5650 




I IIOTD 11 V 

t VPTRI) ,T 


5080 LDA RESULT 


5660 




Tl 

11 


5090 ORA RESULT* 1 


5670 


1 AN 




5100 BEQ ASREXT 


5680 


- - ' 




5110 JHP ASRLOP 


5690 




PflFY * HUP ATM flPPflV 


5120 ASREXT RTS 


5700 


TMV 




5130 ; 


5710 


i no 


tUPTPU V 


5140 i FIND ARRAY 


5720 


put" 
one 


PflFi ■ -c~nwn him Tnn Die 


5150 PINDAR LDA $2F ; START OF ARRAYS 


5730 


TNY 




5160 STA VPTR1 


5740 


i nA 


(VPTRI 1 V 


5170 LDA $30 


5750 


d 1 n 


THl 


5180 STA VPTRHl 


5760 


FAEX 


INY 


5190 FALOOP LDA VPTRi ;CHP. END OF ARRAYS 


5770 


TYA 




5200 CHP $31 


5780 


CLC 




— n. . r rt x r- k flilll V 

5210 BNE FACONT 


5790 


ADC 


VPTR1 


5220 LDA VPTRHl 


5800 


STA 


VPTR1 


5230 CHP $32 


5810 


LDA 


VPTRHl 


5240 BNE FACONT 


5820 


ADC 


to 


5250 LDX I$12 ; BAD SUBSCRIPT ERROR 


5830 


STA 


VPTRHl 


5260 JSR $A437 


5840 


LDX 


Tl 


5270 FACONT LDY 10 


5850 


LDY 


THl 


5280 LDA (VPTRD.Y ;FIRST CHAR OF NAHE 


5860 


RTS 




5290 I NY 


5870 


i 




5300 CHP VNAHE1 


5680 


ADDSUB JSR ORDER {PUT CONST LAST 


5310 BNE FANAR {TRY NEXT ARRAY 


5890 


LDA 


VSIZE1 ; CHECK ARRAY SIZES 


5320 LDA (VPTRD.Y 


5900 


STA 


Nl 


5330 CHP VNAHEH1 


5910 


CHP 


VSIZE2 


5340 BEQ FA6ETS ; GET ARRAY DATA 


5920 


BNE 


ADBADS 


5350 FANAR INY [FIND NEXT ARRAY 


5930 


LDA 


VSIZEH1 


5360 LDA (VPTRD.Y 


5940 


STA 


N2 


5370 STA TI 


5950 


CHP 


VSIZE2+1 


5380 INY 


5960 


BNE 


ADBADS 


5390 LDA (VPTRD.Y 


5970 


LDA 


VTYPE2 ;V2 CONSTANT ? 


5400 CLC 


5980 


CHP 


11 


5410 ADC VPTRHl 


5990 


BEQ 


ABSC 


5420 STA VPTRI+1 


6000 


LDA 


VSIZE2 ;V3 IS ARRAY 


5430 LDA Tl 


6010 


CHP 


VSIZE3 


5440 CLC 


6020 


BNE 


ADBADS 


5450 ADC VPTR1 


6030 


LDA 


VSIZE2M 


5460 STA VPTR1 


6040 


CHP 


VSIZE3+1 


5470 BCC FANC 


6050 


BEQ 


ABSC 


5480 INC VPTRHl 


6060 


ADBADS LDX «$12 ; BAD SUBSCRIPT 


•* A A A P (.ill m u A xj m m 

5490 FANC JHP FALOOP 


6070 


JHP $A437 


5500 FA6ETS LDA 11 ; 6ET ARRAY DATA 


6080 


ABSC JSR TRPT3 {COPY POINTER TO I PAH 


5510 STA THl 


6090 


LDA 10 {CALC NO. OF ELEHENTS 


5520 INY 


6100 


STA NHI 


5530 INY 


6110 


STA N2+1 


5540 INY 


6120 


JSR HHULT 




Programming 



6130 
6140 
6150 
6160 
6170 
6180 
6190 
6200 
6210 
6220 
6230 
6240 
6250 
6260 
6270 
6280 
6290 
6300 
6310 
6320 
6330 
6340 
6350 
6360 
6370 
6380 
6390 
6400 
6410 
6420 
6430 
6440 
64S0 
6460 
6470 
6480 
6490 
6500 
6510 
6520 
6530 
6540 
6550 
6560 
6570 
6580 
6590 
6600 
6610 
6620 
6630 
6640 
6650 
6660 
6670 
6680 
6690 



ABSLOP JSR V2T0T2 {V2 TO (T2) 
JSR V3T0F1 ;V2 TO FACI1 
LDA T2 
LDY T2+1 
LDX OPTYPE 
CPX 11 
BNE DOSUB 

JSR SB867 ; (A.Y) ♦ FfiCtl 
MP ABFA 
DOSUB CPX 12 
BNE DOHULT 

JSR IB850 ;(A.Y>-FACU 

JflP ABFA 
DOHULT JSR SBA2B ;(A.Y) t FACtl 
ABFA JSR F1TOV1 ;FACI1 TO VI 

LDA RESULT j CHECK ALL DONE 

BNE ABNC 

DEC RESULT+1 
ABNC DEC RESULT. 

LDA RESULT 

ORA RESULT+1 

BNE ABSLOP 

RTS 

ORDER LDA VTYPE3 ;V2 CONST 
CHP II 
BNE ADV2NC 

LDA VTYPE2 ; SNOT V2 & V3 

STA VTYPE3 

LDA VSIZE2 

STA VSIZE3 

LDA VSIZE2+1 

STA VSIZE3+1 

LDA VSTT2 

STA VSTT3 

LDA VSTT2+I 

STA VSTT3+1 

LDA 11 

STA VTYPE2 
ADV2NC RTS 
i 

TRPT3 LDA VSTT3 ; COPY POINTERS TO 

STA VPTR3 {ZERO PA6E 

LDA VSTT3+1 

STA VPTR3+1 
TRPT2 LDA VSTT2 

STA VPTR2 

LDA VSTT2+1 

STA VPTR2+1 
TRPT1 LDA VSTT1 

STA VPTRI 

LDA VSTT1+1 

STA VPTRU1 

RTS 

V2TQT2 LDA VTYPE2 ;V2 TO FACI2 
BEQ V2RA 
BHI V2INT 



6710 LDA KFACH ; FACH TO FACI2 
6720 LDY DFACH 
6730 STA T2 
6740 STY T2+1 
6750 RTS 

6760 V2RA LDA VPTR2 ;V2 TO FACI2 
6770 LDY VPTR2+1 
6780 STA T2 
6790 STY T2+1 
6800 LOA 15 

6B10 V2BPT CLC {BUHP VPTR2 

6820 ADC VPTR2 

6830 STA VPTR2 

6840 LDA VPTR2+1 

6850 ADC 10 

6860 STA VPTR2M 

6870 RTS 

6880 V2INT LDY 10 {FIXED TO FLOAT 



6890 
6900 
6910 
6920 
6930 
6940 
6950 
6960 
6970 
6980 
6990 
7000 
7010 
7020 



THEN FACH TO FACI2 



LDA (VPTR21.Y 
TAX 
I NY 

LDA (VPTR2),Y 
TAY 
TXA 

JSR $B391 ;FIXED TO FLOAT 
LDX KFACT {FACI1 TO FACT 
STX T2 
LDY OFACT 
STY T2*l 
JSR IBB04 
LDA 12 

BNE V2BPT ;60 BUHP VPTR2 
7030 V3T0F1 LDA VTYPE3 
7040 BNE V3INT 

LDA VPTR3 ;V3 TO FACtl 
LDY VPTR3+I 
JSR IBBA2 
LDA IS 



7050 
7060 
7070 
7080 



7090 V3BPT CLC ; BUHP VPTR3 

7100 ADC VPTR3 

7110 STA VPTR3 

7120 LDA VPTR3+1 

7130 ADC 10 

7140 STA VPTR3+1 

7150 RTS 

7160 V3INT LDY 10 jSET V3 

7170 LDA (VPTR3),Y 

7180 TAX 

7190 INY 

7200 LDA (VPTR3),Y 

7210 TAY 

7220 TXA 

7230 JSR SB391 {FIXED TO FLOAT 

7240 LDA 12 

7250 BNE V3BPT ;60 BUHP VPTR3 

7260 F1T0V1 LDA VTYPE1 ;FACI1 TO VI 

7270 BNE VI INT 

7280 LDX VPTR1 



7290 
7300 
7310 
7320 
7330 
7340 
7350 
7360 
7370 
7380 
7390 
7400 
7410 
7420 
7430 
7440 
7450 
7460 
7470 
7480 
7490 
7500 
7510 
7520 
7530 
7540 
7550 
7560 
7570 
7580 
7590 
7600 
7610 
7620 
7630 
7640 
7650 
7660 
7670 
7680 
7690 
7700 
7710 
7720 
7730 
7740 
7750 
7760 
7770 
7780 
7790 
7800 
7810 
7020 
7830 
7840 
7850 
7860 



LDY VPTR1M 
JSR IBBD4 
LDA 15 

V1BPT CLC ;BUHP VPTR1 
ADC VPTRI 
STA VPTRI 
LDA VPTR1+1 
ADC 10 
STA VPTRI+1 
RTS 

V1INT JSR IB1BF ; FLOAT TO INT 
LDY 10 
LDA 164 
STA (VPTRI) ( Y 
LDA $65 
INY 

STA (VPTRll.Y 
LDA 12 
BNE V1BPT 

I 

HULT LDA VTYPE2 ; CHECK FDR NULT. 
CHP II : ARRAY BY CONSTANT 



BNE KERR 
SADS JHP ADDSUB 
HERR LDA VTYPE3 
CHP II 
BEQ SADS 

LDA VSIZEI+1 ;CHECK ARRAY DIN. 
CHP VSIZE2+1 
BNE AAERR 

LDA VSIZE1 {CHECK NOT SAHE ARRAYS 
CHP VSIZE3 
BNE AAERR 
LDA VSIZE2 
CHP VSIZE3+1 
BNE AAERR 
LDA VSTT1 
CHP VSTT2 
BNE NSARRO 
LDA VSTTU1 
CHP VSTT2M 
BEQ AAERR 
NSARRO LDA VSTT1 
CHP VSTT3 
BNE AASOK 
LDA VSTT1+1 
CHP VSTT3+1 
BNE AASOK 

AAERR LDX 1112 {BAD SUBSCRIPT ERROR 
JHP IA437 

AASOK JSR TRPT3 ;COPY POINTERS TO Z. 
LDA 10 
STA N1M 
STA N2+I 
LDA II 
STA RON 
STA NROH 
STA COL 



P. 



E 



7870 


LDA 15 ;CflLC LENGTH OF V2 ROW 


8180 


JSR V3T0F1 [GET VI 


8490 


STA VPTR3+1 


7880 


LDX VTYPE2 i - 1 ELEMENT 


8190 


LDA T2 


B500 


INC COL 


7890 


BE9 AA2R 


8200 


LDY T2+1 


8510 


CLC 


7900 


LDA 12 


8210 


JSR $BA2B ;(A.Y) t FACI1 


8520 


LDA V2C0LP 


7910 


AA2R STA Nl 


8220 


LDA KFACH 


8530 


STA VPTR2 


7920 


STA Tl 


8230 


LDY t>FACH 


8540 


ADC Tl 


7930 


LDX VSIZE2+1 


8240 


JSR $B867 ; (A. Y) t FACtl 


8550 


STA V2C0LP 


7940 


DEI 


8250 


LDA RON 


8560 


LDA V2C0LP+1 


7950 


TXA 


8260 


CHP VSIZE2 


8570 


STA VPTR2+1 


7960 


STA N2 


8270 


BEO ENDCOL 


8580 


ADC 10 


7970 


JSR HHULT 


8280 


INC RON 


8590 


STA V2C0LP+1 


7980 


LDA RESULT [STORE IT IN LLV2 


8290 


LDX KFACH 


8600 


JHP AALOP 


7990 


STA LLV2 


8300 


LDY DFACH 


£610 


ENDRQN LDA NRON ; ALL RONS DONE ? 
CHP VSIZE1 


8000 


LDA RESULT+1 


8310 


JSR SBBD4 ;FACI1 TO (X.Y) 


B620 


8010 


STA LLV2+1 


8320 


LDA VPTR2 ; V2 PTR DONN 1 RON 


8630 


BNE NEAA 


8020 


AALOOP CLC ; MAIN LOOP 


8330 


CLC 


8640 


RTS i ALL DONE 
NEAA LDA VPTR3 


8030 


LDA VSTT2 ;SET V2 COL. PTR. TO NEXT 8340 


ADC LLV2 


8650 


8040 


STA VPTR2 


8350 


STA VPTR2 


B660 


STA VSTT3 


8050 


ADC Tl ;COL OF V2 


8360 


LDA VPTR2+1 


8670 


LDA VPTR3+1 


8060 


STA V2C0LP 


8370 


ADC LLV2+1 


8680 


STA VSTT3+1 


8070 


LDA VSTT2+1 


8380 


STA VPTR2+1 


8690 


INC NRON 


8080 


STA VPTR2+1 


8390 


JHP AAHRC j GET NEXT 2 ELEHENTS 


B700 


LDA tl ; FIRST COL. 


8090 


ADC 10 


8400 ENDCOL JSR F1T0V1 ;FACtl (SUN) 


TO VI B710 


STA COL 


8100 


STA V2C0LP+1 


8410 


LDA 11 j FIRST RON 


8720 


JHP AALOOP ;60 NEXT RON FIRST COL. 


B110 


AALOP LDA 10 ; ZERO RON COL TOTAL 


8420 


STA RON 


8730 


NRON .BYT 0 


01 OA 

81 


STA FACH 


8430 


LDA COL 


8740 


RON .BYT 0 


8130 


STA FACH+1 


8440 


CHP VSTZE2+1 


8750 


COL .BYT 0 


8140 


STA FACH+2 


8450 


BEO ENDRDN 


8760 


LLV2 .NOR 0 


8150 


STA FACH+3 


8460 


LDA VSTT3 ;SETV2 PTR. TO START CURRENT 8770 


V2C0LP .NOR 0 


8160 


STA FACH+4 


8470 


STA VPTR3 jRON 


87B0 


.END 


8170 


AAHRC JSR V2T0T2 [GET V2 


B480 


LDA VSTT3+1 




■ 



SOR 




1240 


LDA #$00 [ARRAY NOT FOUND 


1500 


■ 
i 








1250 


JHP S0RT21 


1510 


S0RT05 LDY t$04 


1000 


SORT JSR 10079 ;6ET 1ST CHAR NAHE 


1260 


■ 

i 


1520 


LDA 


($22), Y ;GET ARRAY DIMENSION 


1010 


STA CA ; STORE IT 


1270 


S0RT03 LDY t$00 


1530 


CHP «01 


1020 


JSR 10073 ;6ET 2ND CHAR 


1280 


LDA (122), Y 


1540 


BEQ S0RT06 [ONLY 1 DIMENSION 


1030 


PHP 


1290 


CHP CA ;NAHE CORRECT? 


1550 


LDA t$01 ; INCORRECT DIMENSION 


1040 


ORA H80 ;5ET HI6H BIT 


1300 


BNE S0RT04 [NO 


1560 


JHP S0RT21 


1050 


STA CB ; STORE IT 


1310 


I NY 


1570 


? 




1060 


PLP {NULL 2ND? 


1320 


LDA ($22), Y 


1580 


S0RT06 LDY t$05 


1070 


BEO SORTOO ;YES 


1330 


CHP CB 


1590 


LDA 


($22) t Y [GET NUHBER OF ELEHENTS 


1080 


JSR $0073 iCHARGET FOR NEXT COMMAND 1340 


BEO SORT05 ;YES 


1600 


STA 


NOOFE+1 


1090 


JHP SORT01 


1350 


t 


1610 


INY 




1100 


SORTOO LDA t$80 


1360 


S0RT04 LDY t$02 [ADD LENGTH OF 


ENTRY 1620 


LDA 


($22), Y 


1110 


STA CB 


1370 


LDA ($22), Y ; TO POINTER AND 


1630 


STA 


NOOFE 


1120 




1380 


STA TEMP ; CHECK NEXT 


1640 


LDA 


NOOFE+1 [ENOUGH ELEHENTS? 


1130 


S0RT01 LDA $2F ; SET POINTER 


1390 


nr 


1650 


BNE 


S0RT07 [YES 


1140 


STA *22 ; TO ARRAY 


1400 


LDA ($22), Y 


1660 


LDA 


NOOFE 


1150 


LDA $2F+1 


1410 


STA TEHP+1 


1670 


CHP 


H02 


1160 


STA $22*1 


1420 


CLC 


1680 


BCS 


S0RT07 [YES 


1170 




1430 


LDA $22 


1690 


LDA 


t$02 [TOO FEN ELEHENTS 


1180 


S0RT02 LDA $22 ; END OF ARRAYS' 


1440 


ADC TEHP 


1700 


JHP 


S0RT21 


1190 


CHP $2F+2 


1450 


STA $22 


1710 


■ 




1200 


BNE 50RT03 jNO 


1460 


LDA $22+1 


1720 


S0RT07 LDA NOOFE [SET COUNTDONN 


1210 


LDA $22+1 


1470 


ADC TEHP+1 


1730 


STA NOOFC ; FOR NUHBER OF 


1220 


CHP $2F+3 


1480 


STA $22+1 


1740 


LDA NOOFE+1 ; MAIN SORT LOOPS 


1230 


BNE S0RT03 ;N0 


1490 


BCC S0RT02 jALNAYS 


1750 


STA NOOFC+1 ► 



Programming 



Routine entry point: S90AC 
Routine operation: the MAT 

routine uses the following 
Basic ROM calls. 



$AEF1 — Evaluate expression in 
brackets 

$BBD4 — FAC #1 to memory 
(X,Y) 

SBBA2 — Memory (X,Y) to 
FAC#1 

SB1BF — Float to fixed 

$B391 — Fixed to float 

$8867 — Memory {A.Y) + 

FACtf 1 to FACfll 

SBB50 — Memory (A.Y) — 

FAC#1 to FAC #1 

SBA28 — Memory (A.Y) • 

FAC#1 to FAC#1 

The routine for assignment 
will, for speed, just perform a 
block memory move if the two 
arrays are both of the same type 



e.g. both integer. The multiply 
routine works in the same way 
as the basic version above. It 
calculates the address of the 
next element required just by 
adding a pre-calculated offset 
for speed. 

Readers are advised to 
consult a standard mathematics 
textbook for details of matrix 
arithmetic. 

SORT 

Abbreviated entry: S(shift)0 
Affected Basic abbreviations: 

None 

Token: Hex SEE, $18, Decimal 
238,24 

Modes: Direct and program 
Recommended mode: Either 
Purpose: To sort a string array 
into alphabetically ascending 
order. 



Syntax: SORT string array name 
- the string array name must be 
1 or 2 bytes long, this being the 
characters of the name 
(without the $ character). 
Errors: Syntax error - if no 
name is specified. 
Array not found - if the string 
array specified does not exist. 
Incorrect dimension - if the 
string array specified has more 
than one dimension. 
Insufficient elements - if the 
string array has only 1 element. 
Use: SORT is a bubble sort 
routine that will sort a string 
array so that all of the strings in 
the array can be read in 
alphabetically ascending 
order. For example: , 



2 NAME 

3 BUBBLE 

4 AFTER 

5 READING 

6 READ 



NAME 

READ 

READING 

SORT 

TEST 



A$<) 

0 TEST 

1 SORT 



Afler SORT A 

AFTER 
BUBBLE 



Routine entry point: $9D25 
Routine operation: The array 
name is first read in and stored 
away in the Basic's format for 
string arrays. The array storage 
area is then scanned for that 
array and if not found, the 
message array not found is 
displayed. If the array is found, 
the number of dimensions is 
checked and if there is more 
than one dimension, the 
message 'incorrect dimension' 
will be displayed. If that is OK, 
the dimension is checked and if 
it is only one value the message 
'insufficient elements' is 
displayed. If all checks are OK 
the array is then sorted. 



1760 


■ 
• 


2130 


INY 


2500 


STA ($24), Y 
INY 


1770 


S0RT08 LDA MOO ; MAIN LOOP OF SORT 


2140 


LDA ($24). Y 

9 


2510 


1780 


STA FLABS ; RESET SNAP FLAG, 


2150 


STA $FD 


2520 


LDA $FD+1 


1790 


STA COUNT ; AND IL00P COUNT 


2160 


INY 

lift 


2530 


STA ($24), Y 


1800 


STA C0UNT+1 . 


2170 


LDA ($24) ,Y 


2540 


INY 


1810 


DEC N00FC ; DECREASE 0LD0P COUNT 


2180 


STA $FD+1 


2550 


LDA LEN1 


1820 


LDA N00FC 


2190 


LDX LEN2 :LEN(STR7)sO? 


2560 


STA ($24) ,Y 
INY 


1830 


CHP MFF 


2200 


BEQ S0RT17 : YES, DON'T SNAP 


2570 


1840 


8NE S0RT09 


2210 


LDX LEN1 :LEN(STR11*0? 


2580 


LDA $FB 


1850 


DEC NQ0FC+1 


7720 


RFQ PORTIA • VFQ CHOP TNFH 


2590 


STA ($24), Y 


1860 


4 

I 


2230 


LDY MOO 


2600 


INY 


1870 


S0RT09 LDA NQ0FC+1 ; END OF SORT? 


2240 


SORTt? LDA (SFR) Y • mHPARF 1PR 


2610 


LDA $FB+1 


1880 


BNE S0RT10 ;N0 


2250 


CHP ($FDJ,Y j NITH $FD 


2620 


STA ($24), Y 


1890 


LDA N00FC 


2260 


BEQ S0RT13 ; SAME 


2630 


LDA M01 ;FLAG SNAP 


1900 


BNE S0RT10 ;NQ 


2270 


BCC S0RT17 ;DIFFERENT, DON'T SNAP 


2640 


STA FLAGS 


1910 


RTS ; YES, DONE 


2280 


JHP S0RTI6 j DIFFERENT, SNAP 


2650 


i 


1920 




2290 


• 


2660 S0RT17 INC COUNT : INCREMENT INNER 


1930 


S0RT10 CLC ;SET $24 TO 122+7 


2300 


S0RT13 INY ;LENSTH=256? 


2670 


BNE S0RT18 ; LOOP COUNT 


1940 


LDA 122 


2310 


BEQ S0RT17 ; YES, DON'T SNAP 


2680 


INC COUNT+1 


1950 


ADC M07 


2320 


CPY LEN1 ; END OF STR1? 


2690 S0RT18 LDA COUNT 


1960 


STA 124 


2330 


BCC S0RTI4 ;N0, CHECK STR2 


2700 


CHP N00FC ;D0NE? 


1970 


LDA 122+1 


2340 


BEQ S0RT15 ; YES 


2710 


BNE S0RT20 ;N0 


1980 


ADC MOO 


2350 


BCS SQRTI5 ; ALWAYS 


2720 


LDA C0UNT+1 


1990 


STA 124+1 


2360 




2730 


CHP N00FC+1 


2000 


* 
i 


2370 


S0RT14 CPv kiJ2 ; END OF STR2? 


2740 


BNE SORT20 ;N0 

LDA FLAGS ;ANY SNAPS? 

BEQ S0RT19 ;N0, END 


2010 


S0RT11 LDY MOO ; INNER LOOP 


2380 


BCC SDRT12 ;N0T YET 


2750 


2020 


LDA ($24>,Y ; 6ET LENGTH, ADDRESS 


2390 


> 

i 


2760 


2030 


STA LEN1 ; OF 1ST STRIN6 


2400 


S0RT15 LDA LEN1 ;LEN1=LEN2? 


2770 


JHP S0RT08 ;D0 NEXT LOOP 


2040 


I NY 


2410 


CHP LEN2 


2780 S0RT19 RTS ;ALL DONE 


2050 


LDA ($24), Y 


2420 


BEQ S0RT17 ;YES, DON'T SNAP 


2790 S0RT20 CLC 


2060 


STA $F8 


2430 


BCC S0RT17 } N0, LENKLEN2 


2800 




2070 


I NY 


2440 




2810 


LDA $24 ; INCREASE POINTER BY 3 


2080 


LDA ($24 J , V 


2450 


S0RT16 LDY MOO ;SNAP, STR1=STR2 


2820 


ADC M03 


2090 


STA IFB+1 


2460 


LDA LEN2 ; AND VICE VERSA 


2830 


STA $24 


2100 


INY 


2470 


STA ($24), Y 


2840 


LDA $24+1 


2110 


LDA ($24), Y ;6ET LENGTH, ADDRESS 


2480 


INY - 


2850 


ADC MOO 


2120 


STA LEN2 ; OF 2ND STRIN6 


2490 


LDA $FD 


2860 


STA $24+1 ^ 




Programming 



VARPTR 

Abbreviated entry: V(shift)A 
Affected Basic abbreviations: 

VAL - VAL 

Token: Hex $EE,$20, Decimal 
238,32 

Modes: Direct and program 
Recommended mode: Either 
Purpose: To return the address 
in memory where a variable is 
stored. 

Syntax: VARPTR (variable 
name) - the variable name 
must be in ASCII characters. 
Errors: Syntax error 
Use: VARPTR can be used to 
find the address in memory of 
any variable, be it simple or an 
element of an array. If the 
variable is a string, the value 
returned points to the length of 
the string (the following two 
bytes are the pointer to the 
actual string) for example: 
VARPTR (A$) will relurn the 
entry address of A$. 

To find the address of the 
string: DEEK(VARPTR(A$)+1) 
VARPTR (BB(12)) will relurn the 
address of the twelfth element 
of the array BB. 
Routine entry point: $9FCA 
Routine operation: On entry, 
VARPTR scans past the opening 
bracket and then finds the 
variable (or creates it if it does 
not exist). The closing bracket 
is then scanned past and the 
address of the variable is 



?R7fl IMP C0BT11 inn iuucd i nno 
zo/u jnr suHlil ;uu INNER LOOP 


3020 .NOR STERR3 




?RRf) • 

CQQV | 


3030 STERR1 .BYT '7ARRAY NOT FOUND', 100 




9R9fi 3flPT?l flCl fl «CCUf\ COOflD MCCCACC 


3040 STERR2 .BYT '? INCORRECT DIMENSION', 
3050 STERR3 .BYT '71NSUFFICIENT ELEMENTS 


(00 


7900 TAV 
*7UV In! 


',$00 


7910 1 U PflTNT v 'flnripccc nc bcccacc 


3060 CA .BYT 0 




5Q7A TA¥ 


TA^A f 1 TV I\1JT A 

3070 CB .BYT 0 




2930 INY 


TnDn unnrr unn /> 

■>UdU Nuurc , NlUR 0 




794(1 1 Tit Pf) TUT V 


taaa iiflnrr i>aa n 

3090 N00FC . UQR 0 




*T3U TAI 


3100 LEN1 .BYT 0 




2960 TXA 


3110 LEN2 .BYT 0 




2970 JSR $AB1E i SEND IT 


3120 COUNT .H0R 0 




iTav i»nr »mo*. ,rntBi in... 


3130 TEHP .NOR 0 




7990 • 


3140 FLAGS .BYT 0 




3000 POINT unp QTPRRl 

*»vv ruini i nun jIl".. 


* 1 ca run 

3150 .END 


■ 


3010 NOR ^TFPC 




1080 LDX VARP01 ;6ET POINTER 


1 


1000 VARPTR ,1QR sflPFfl . Qra w ' 1* 

»vvv »nnrin Man ?ntrM ■ OLHni I 


1 AO A 1 f\JI ii« An a j ■ j 

1090 LDA VARP01M 




tOlO 1QP CRflRP >CTIin UADTADI C 
WIV Jan »0V0D }rlBU VHKlHDLt 


1100 STX $63 ;SEND IT, STORE L0H BYTE 




1020 STA VARP01 ;ST0RE POINTER OFF 


1110 STA $62 ; STORE HIBYTE 




1030 STY VAftPOl+1 


1120 LDX l$9Q ; EXPONENT = $90 




1040 JSR $AEF7 ;SCAN PAST ')' 


1130 SEC 




1050 LDA t$00 ; SET TYPE TO REAL NUMBER 


1140 JHP $BC49 j FLOAT AND SEND 




1060 STA I0D 


1150 VARP01 .NOR 0 




1070 STA $QE 


1160 .END 


■ 



converted to floating point 
form. 

Please use our machine 
code entry program, to be 
found elsewhere in this issue, 
to enter this program. 



Because of the size of this article it was impossible to 
print the Basic Loader for the machine code. If you 
would like a copy of the loader then please send a 
large stamped self addressed envelope to 
Better Basic Loader, Your Commodore, 1 Golden 
Square. London W1R 3AB. 



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. BASIC TOOLKIT with Auto. Renum 
(incl Gotoand Gosub). Find. Help. Old. 
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COMMODORE 64 OWNERS 

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Programming The Commodore 64 IR West) £ 14.90 in UK/Eu>ope 6!Dpagcs 
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fC JAN 96 



Jayne Goin had a heart to 



P ERSONAL 




heart with Commodore's new 
PC-20 and didn't suffer 
agonies. 



FOR MOST PEOPLE IT 15 HARD TO 
believe that it is only five short years since 
the home computer revolution began 
with the launch of Sir Clive Sinclair's ZX 
range of computers. Since then 
Commodore has become a household 
name but the full title of the company, 
Commodore Business Machines, belies its 
roots as a major force which changed 
attitudes towards computers in business 
and paved the way for Sinclair. 

Prior to the launch of CBM's PET range 
of computers, business machines were 
unwieldy beasts and very much the 
preserve of the larger domestic and 
multinational companies. The concept of 
a computer on every desk was one which 
Commodore made very much its own. 

The advantage of the PET was that it 
was a stand alone computer. Each 
machine held sufficient memory to 
enable an executive to perform many 
tasks in the comfort of the office, when 
previously he had to book time on the 
mainframe machine. 

Since these halcyon days Commodore 
has seen many changes, including the loss 
of its lead to IBM's range of personal 
computers. IBM's domination has 
reached such proportions now that this 
company has become something of a 
demi-god in business circles and the PC 
has become a machine which has set the 
standard for small professional 
computers. 

Obviously, Commodore has found the 
loss of the lion's share in this area a bitter 
pill to swallow but the launch of the PC-10 
and the PC-20 heralds a new fighting 
attitude. 

This article is partially a review of the 
PC-20 but because PC is a generic term it is 
also a review of these systems as a whole. 
The implication behind this is that the PC- 
20 complies to the standard very closely 
and is a worthy contender in the PC 
stakes. 

The heart of the new machine is the 
8088 microprocessor which can be con- 
sidered to be the 'executive' chip. This is 
the decision maker ind prime mover like 
a human executive within the business 
world. 

In the same way that an executive 
increases his efficiency by having a 
personal assistant to perform ihe routine 
tasks of the day, the B088 is 
complemented by an 8237A controller. 
This chip can access memory directly and 
can download the contents to a disk or 
any other peripheral leaving the main 
processor lo carry on its main function 



without interruption. The result as far as 
the user is concerned is that a program 
can run continuously without having to 
waste time waiting for the machine to 
finish saving things to disk or typing data 
out on a printer. 

To take this analogy with business 
organisations one stage further, the 
executive needs to carry out calculations 
during the working day. Some of these are 
relatively simple and can be done by 
mental arithmetic, but for others a 
calculator must be employed. Not that the 
executive is incapable of performing 
these calculations himself, it's just that he 
can save time this way. 

In the PC, a similar situation occurs. 
The 8088 can only calculate with whole 
numbers, integers. Much of its work relies 
on the use of numbers with decimal 
places even if these are just pounds and 
pence. In the early days PC software had 
routines built in to overcome this 
problem and much of the software 
produced today is still structured this way. 
Greater efficiency can be achieved by 
giving the 8088 its own 'calculator' in the 
form of an 8087 chip which can perform 
floating point calculations. 

This facility is catered for in the PC-20 
and alongside the 8088 is an IC socket 



which can house an 8087 as an optional 
extra. 

This multitasking organisation is the 
basis of the PC, an executive with a PA and 
a calculator, a mirror image of the real 
world of efficient business. 

The PC-20 incorporates this basic 
structure In a well designed modular unit. 
There are many variations which can be 
chosen around this basic theme. Colour, 
graphics and sound boards can be 
plugged into sockets inside the main unit 
for specialist applications, RS232 or 
Centronic printers can be attached and 
the basic twin disk configuration can be 
extended to support four drives in all or 
even two Winchester drives. 

The standard machine has two disk 
drives: a standard 5.25 inch 360K drive 
and a lOM/byte hard disk. The inclusion 
of the hard disk increases software 
security and access because the most 
commonly used programs can all be 
transferred to this disk for ready use and 
the saving in time and on wear and tear 
which normal backup copies undergo 
during a working day is one of the most 
valuable facilities which the PC-20 has to 
offer. 

The PC is the closest thing to a 'soft' 
machine which can be imagined. 



Review 




Obviously a resident 8K 
ROM must be incorporated 
to control initialisation of 
the system and the loading of the system 
disk but the choice of language is entirely 
up to the user. MS-DOS is the PC standard 
but the sytem disk also has an option to 
use GWBASIC which is one of the most 
user friendly Basics to date. 

A full description of GW would stretch 
this article throughout a whole issue of 
Your Commodore so a mere taster is all I 
can give. Apart from the usual commands 
which form the building blocks of any 
Microsoft implementation of Basic, there 
are also the extended graphics commands 
which are to be found in the new 128. with 
the exclusion of sprites. Screen windows 
can be created, the memory can be 
structured to include machine code 
routines which may be called from Basic 
programs and related files on disk can be 
linked by 'pathways' to make selection 
easier (obviously an essential with such a 
lot of disk memory around). 

One of the strongest facilities of 
the language is the SHELL command 
which allows the program lo slip out of 
the current Basic program and into 
another program or MS-DOS routine and 
then back again to where it left off. 



One extra 
facility is an integral error^ 
locator which is superb if the very strict 
rules of syntax are observed (spaces 
between commands are essential) but can 
give strange results if you don't. Should 
you, for example, omit a space between 
the FOR in a loop and the variable, it is 
quite probable that the indicator will flash 
under the word TO, giving rise to 
confusion. However, I will accept Micro- 
soft's attitude that a PC programmer is not 
generally a beginner but a true 
professional and that such a rudimentary 
error would be spotted. After all thereare 
many other errors which are not so easily 
noticed which this system can locate in 
the twinkling of an eye. 

For most users Basic is not a vital facility 
because they are only interested in appli- 
cation software, but the lime often comes 
when a specific need arises which is not 
covered by an existing software package 
and such a valuable facility as this could 




save money when these dire 
situations arise. 
The technical specifications of the 
machine are initially modes! by PC 
standards but this helps to keep the cost 
down and the unit can be expanded from 
a basic 256K green screen 80 * 24 text only 
model up to a 640K RGB colour graphics 
and sound systeem with a screen resolu- 
tion of 720 * 350 pixels. 

The keyboard is detachable, 
connected to the main unit by a coiled 
cable, and has 10 programmable function 
keys and a full numeric keypad. The 
power supply has an inbuilt fan which 
keeps everything relatively cool during 
operation, indicative of the attention of 
detail which Commodore has maintained 
despite the very modest price of £2795. 

What Commodore has produced with 
this 16-bit PC-20, is a low-cost, efficient 
workstation which can draw on any of the 
programs in the extensive PC library. No 
doubt the gradual domination of IBM in 
the business sector has caused 
Commodore's executives to grind their 
teeth in despair but, now that they appear 
to have swallowed their pride and put 
away their PET projects, the PC-20 will 
give them a firm basis to build upon and 
maybe one day topple the usurper from 
the throne which was once their own. 



E 



More bits and pieces 



to make you and your 



computer work better 



together. 



E 



HOW OFTEN DO YOU NEED 
to poke a two byte number into 
two memory locations? You 
know the type t mean, 
POKEing the start of Basic into 
memory locations 43 and 44. As 
you have no doubt found you 
have to split the number into 
two parts, its high value and low 
value. This is because each 
memory location can only hold 
a number up to 255. 

Splitting a number into its 
high and low bytes is usually 
done with a couple of program 
lines such as 

LOW = INT (NUMBER/256) 
HIGH = NUMBER - INTfNUM- 
BER/256)"256 

This month Steve Mehew 
provides us with a handy little 
machine code routine that will 
automatically split a number 
into its two parts and POKE 
them into the relevant 
positions. You use the routine 
by issuing the following 
commands; 

SYS 49295.A.B 

where A is the address and B is 
the number The number B is 
dealt with in the proper 
low/high order i.e. the low 
byte is stored in address A and 
the high byte is stored in 
address A+1. 

Included in the same Basic 
loader is a routine that provides 
the C64 with an INSTRING 
function. The purpose of the 
routine is to find the first 
occurrence of a string within 
another string. The starting 
position of the string is then 
returned in another variable. 
To use the command you issue 
the following command; 

SYS 49152.AS.BS.C 



where A$ is the main string, B$ 
is the string to be searched for 
and C is the variable that will be 
left holding the starting 
position of the string, if B$ is 
not present in A$. C will be left 
holding zero. 

As an example, if A$= "THIS 
IS A TEST" and B$="IS" then C 
would be left holding three, as 
three is the starting position of 
"IS" in the word "THIS". 

Graham Orr, from Oswald- 
twistle in Lanes, has sent in a 
handy routine that will allow 
you to change one type of 
character on the screen for 
another. For example you 
could change all of ihe 
character 'A's to 'B's. At first 
glance this may not seem to be 
all that useful but when you 
remember that you can re- 
define any of the C64's char- 
acters the routine will come 
into its own. You could for 
example define the character 
'A' as a same wheel, character B 
could the be defined as the 
same wheel but rotated 
slightly. If you were then to 
swap character 'A's for B's and 
then back to 'A's you could 
give the impression of 
movement. 

Now it's time for a small 
confession, the gremlins 
messed up Asmat Ullah's 
PRINT AT program in our 
November issue. The correct 
version should be; 

1 FOR x=828 TO 839:READ 
Y:POKE X,Y:NEXT 

2 DATA 32,235,183.164,20.24 
32.240,255,76,157,170 

To use this routine you simply 
enter; 

SYS(828)x.y;"MESSAGE" 

and your message will appear 
at the x,y position on the 
screen. 

Well, that's it for this month. 
If you have any handy little 
routines that may be of use to 
other Commodore owners, 
why not send them to Scratch- 
pad, Your Commodore, No 1 
Golden Square, London W1R 
3AB? 



100 REMSPC23' INSTRING' AND 520 DATA 2,56,229,158, 170, 

'TWO BYTE POKE' 232,134,2,983 

110 REMCSPC23 525 DATA 160.0, 162,0, 189,181, 

192.209,1093 

120 REH 530 DATA 34,240.7,232,228,2, 
130 REH COPYRIGHT STEVE HEHE 208,244,1195 

«, HAY, [985 535 DATA 240.44.132,159.134, 

140 REM 251,166,158, 1284 

540 DATA 224,1,240.18,202, 

160 S=49152:CS=0:AD=CS 134,252,166,1237 

170 FOR L=0 TO 22:LC=0 545 DATA 251.232,200.177,34, 

180 FOR D=0 TO 7: READ B 221,181,192,1488 

:P0KE S+AD,B 550 DATA 208,12.198,252,208, 
190 AD=AD+1:CS=CS+B:LC=LC+B 243,166,251,1536 

200 NEXT: READ B:CS=CS+B 555 DATA 232,138,208,12,240, 
210 IF LCOB THEN 300 10.166,251,1257 

220 NEXT: TF CS051434 THEN 4 560 DATA 164, 159,208,207.240, 

00 205,169,0,1352 

230 PRINT: PRINT "ALL DATA 565 DATA 72,32,253,174,32, 

CORRECT. " : END 139,176,133,1011 

300 PRINT: PRINT "DATA ERROR 570 DATA 73,132,74,165,13, 

IN LINE'i50Q*Lt5 208,19,165,849 

310 STOP 575 DATA 14,208.15,104,133, 
400 PRINT: PRINT "SERIOUS DAT 99,169,0,742 

A ERROR." 580 DATA 133.9B, 162. 144,32, 
410 PRINT "ERROR IN DATA AND 68,188,76,901 

LINE' 585 DATA 208, 187. 162.22, 10B, 
420 PRINT "CHECKSUMS), OR 0,3,32,722 

MAIN CHECKSUM 590 DATA 253,174,32,138,173, 
430 STOP 32,247, 1B3, 1232 

500 DATA 32.253,174,32,158, 595 DATA 165,20,133,251,165, 

173,32,166,1020 21,133,252.1140 

505 DATA 182,133,2,168,177, 600 DATA 32,253,174,32,138, 

34, 153, 1B1, 1030 173.32,247,1081 

510 DATA 192,136.16,248,32, 605 DATA 183.160,0,165,20, 

253,174,32,1083 145,251.200,1124 

515 DATA 15B, 173,32, 166, 182, 610 DATA 165.21,145,251,96. 

133,158,165,1167 255,0,255, 1 168 



!00 PRINT CHR$U47) 


180 DATA 160,0,169,0,133,34, 


:PRINT "TO USE ENTER THE 


169 


FOLLOWING POKES' 


190 DATA 4,133,35,177,34,205, 


110 PRINT:PRINT" POKE 49250, 


98 


SCREEN CODE OF CHARACTER 


200 DATA 192,240,23,24,165, 


T0CSPC131BE CHANGED' 


34.105 


120 PRINT: PRINT" POKE 49251, 


210 DATA 1,133.34,144,240, 


NEW CHARACTER" 


165,35 


130 PRINT: PRINT* SYS 49152 


220 DATA 201,8,240.16,24,105, 


,T0 HAKE THE CHANGE" 


1 


140 FOR T=49152 TO 49200 


230 DATA 133,35,76.10,192, 


150 READ A 


173,99 


160 POKE T.A 


240 DATA 192,145,34,76,10, 


170 NEXT 


192,96 



®r YOU CHOOSE 
^THE ACTION IN 

MERC 




Mercenary - a unique combination of flight 
simulation, adventure and arcade fun. You choose 
the action. 

There is complete freedom of movement in 
a truly three-dimensional vector-graphic environ- 
ment Graphics of exceptional speed create a 
very realistic experience. 

You'll never play the same game twice. 
Random elements attempt to seal your fate. 
Your interaction is crucial. 

Mercenary presents an absorbing challenge 
that you will accept again and again. 



FROM PAUL WOAKES 
AUTHOR OF ENCOUNTER! 




/ / (-flLtt 1 




m 






'Pti 



1 



45* 



n 



'9. 



Mi 



s 









1 H H 




■ 









2 




Allen Webb brings 



you a High Resolution 



Graphics Aid to make 



your C64 mmore than 



ever like an electronic 



[pain tbrush. 



IF YOU THOUGHT YOU WERE 
in for an easy lime this month, 
you're wrong. I want to 
describe a machine code 
package which will provide 
you with 12 commands for the 
manipulation of bit mapped 
images. Whilst the commands 
are designed to work in high 
resolution mode, they will 
function in multicolour mode. 
The colour manipulation 
routines will not, however, 
work as expected. 

Before you howl with 
anguish, this is not just another 
drawing package. Apart from a 
single command for the 
drawing of single points, there 
are no line drawing or similar 
commands. Before I spout 
forth on the package, here is a 
small tutorial which will explain 
my reason for developing the 
package. 

In essence, there are three 
basic means of creating 
pictures on the C64. 
1. You can use simple line, 
circle and fill commands to 
draw pictures. This is the 
approach adopted by most 
adventure writers and, in my 
opinion, doesn't give parti- 
cularly detailed results. 

2 You can build up pictures 
from redefined characters. 
Since, without use of raster 
interrupts, you are limited 
to 256 characters, there are 
limitations. 

3 You can save pictures drawn 
by a Koala Pad or similar 
product and store them on 
disk. 

In this article I want to 
describe a slightly different 
method of creating pictures. 
The idea is to set up shape 
tables in memory and put them 
on the high resolution screen 
in a manner similar to the 
potato prints used by children. 
Using this approach it is 
possible to create pictures 
similar to those used in games 
like iords of Midnight. 




So what is a shape table? 
Well it's a collection of designs 
saved in memory which can be 
copied to the high resolution 
screen. The system I have used 
is to mimic the C64's character 
set. This, of course, is a shape 
table where each entry is a 
character design. Each shape is 
a rectangle of complete eight 
by eight pixels. The design of 
each row is stored in sequence 
giving eight bytes. Imagine a 
square shape: 



ABC 
E F G 
I J K 
M N O 



D 
H 
L 
P 



This is stored as: 
ANCDEFGHIJKLMNOP 



Any shape can be defined 
by its start address, width {in 
whole characters) and its 
height (in whol« haracters). If 
you wanted t define the 
above example i i the character 
ROM, Its start iddress would 
be 53248, its width would be 
four and its height four. Don't 
try to use the character ROM 
directly, I have provided the 
means of copying the ROM to 
RAM so that you can play about 
with it. 

In order to reduce the size 
of the code - it's long enough 
already - I've limited the 
printing of shapes to the high 
resolution screen to whole 



character positions. This isn't 
too much of a restriction 
because: 

1 The colour matrix is limited 
to whole character positions 
tn high resolution mode. 

2 With careful design of 
shapes and the mixing rules 
provided, you can over- 
come this limitation. 

3 If you must have single pixel 
positioning, you can mix 
sprites with the picture- 
By the way, the reason I've 

stuck to high resolution mode 
is that I prefer the detail that it 
allows and with a bit of cunning 
you can get decent colour 
mixing. 

So on with the commands. 
I've summarised them in Table 
1 with the syntax. 




able 1 
CommandName 



— 



5 
6 

8 
9 
10 

n 

12 



SETUP 

COLSET 

TURNON 

TEXT 

POINT 

CHANGECOL 

AIR 

ZONE 

CHARS 

PTOGGLE 

COPY 

SHAPE 



Syntax 

SYS SA.I.P 

SYS SA+3.I.P 

SYS SA+6 

SYS SA+9 

5YS SA+12,X,Y,F1 

SYS SA+15.I.P 

SYS SA+18,BX,BY,F1,DD,BS 

SYS SA+21,XS,YS,XF,YF,F1 

SYS SA+24.AD 

SYS SA+27.F2 

SYS SA+30,LN,F3,F4 

SYS SA+33,SA,XS,YS,W1. 

H1,F3,F4 



Function 

initialise screen 

changes colours globally 

turn on hi-res 

turn on text screen 

set point X,Y 

change colours locally 

airbrush 

change zone 

set character table 

toggle paint mode 

print a line of text 

print a shape 




Programming 



In Table 1: 

SA has the value 49152 

X is the horizontal position of a 

dot 

Y is the vertical position of a dot 
I is the ink colour and P the 
paper colour 

XS is the horizontal position of 
the top left corner of a shape or 
zone (0-319) 

YS is the vertical position of the 
top left corner of a shape or 
zone (0-199) 

XF is the horizontal position of 
the bottom right corner of a 
zone (0-319) 

YF is the vertical position of the 
bottom right corner of a zone 
(0-399). 

Wl is the width of a shape (1-32) 
HI is the height of a shape (0-25) 
BX is the horizontal position of 
the top left corner of the 
airbrush area (0-319) 
BY is the vertical position of the 
top left corner of the airbrush 
area (0-399) 

BS determines the air brush 

size (0=small, 1=large) 

DD specifies the number of 

dots per air brush "squirt" (0- 

255) 

AD is the address of the 
character set to be down 
loaded: AD = 53248 for upper 
case, AD = 552% for lower case 
F1 determines how a dot ir 
drawn: 

0 clears a dot 

1 sets a dot 

2 flips a dot 

3 changes the paper in the 
character holding the dot but 



does not plot a dot. This is 
useful for painting a 
background once the fore- 
ground is finished. 
F2 enables and disables the 
updating of paper colours 
when dots are drawn: 0 
disables, 1 enables 
F3 specifies how text and 
shapes are printed: 0 is 
overprint, 1 is Inclusive-OR, 2 
is Exclusive-OR 

F4 toggles text and shapes into 
reverse field: 0 is normal, 1 is 
reversed field. 

Due to limitations of space, 
I cannot give a detailed 
description of the commands. I 
hope the following summaries 
will suffice. 

Command 1 clears the high 
resolution screen to the 
required ink and paper values 
and turns i( on. Command 2 
changes the ink and paper 
values over all the screen. 
Commands 3 and 4 toggle 
between text and high-res 
screens without disturbing 
their contents. 

Command 5 changes a 
specified point in a manner 
determined by flag F1. The 
colours will be updated if 
commands 6 and 10 have been 
used. 

Command 7 draws a 
random area of dots with the 
airbrush. This is useful for 
shading effects. Command 8 
fills, inverts or clears a rect- 
angular area of screen. 
Command 10 toggles a flag 



which determines whether the 
ink and paper are updated by 
any drawing command. If this 
mode is disabled, you can 
update the picture without 
altering the colours. 

Command 11 copies the top 
line of the text screen to the 
specified line on the high 
resolution screen. The 
character shapes are taken 
from the character area. This is 
the easiest way of printing text. 

Command 12 puts a shape 
on a specified area of screen. 
You must specify the start 
address of (he shape. 

So you know where to save 
your shape tables, here is the 
memory map of the system: 

$1000-$13E8 (1024-2023) — text 
screen 

$A000-$BF40 (40960-48960) — 
high resolution bit map 
$8C00-$8FE8 (35840-36840) — 
colour matrix 

SCAOO-SCEOO (51712-52736) — 
character table 

SC000-SC5D1 (49152-50641) — 
machine code 

This means that the safest 
areas for shape tables are 
$C5D2 to SC9FF (50642-51711) 
and $8FE9-$9FFF (36841-40959). 
This totals about SK and should 
be sufficient for most purposes 
{the demo uses only 424 bytes). 

If you want to use sprites, I 
recommend that you use the 
area $8000 to S8C00. This is 
sufficient for 48 sprites. The 



sprite pointers occupy 36856 to 
36863. 

You should take care to 
protect the top of RAM and 
should use either of the 
following lines at the 
beginning of your program: 

10 POKE 56,140: CLR 
or if you use sprites: 
10 POKE 56,128: CLR 

Study the accompanying 
demonstration program, this 
uses many of the commands 
and multicolour sprites. It 
should give some hints on how 
to use the program. 

For those amongst you who 
want to add drawing 
commands to the package, 
here are details of the dot 
drawing routine: 

X co-ordinate MSB into $0387 
X co-ordinate LSB into $0386 
Y co-ordinate into $0388 
F1 value into $0389 
Entry point $COCS 

You may find the creation 
of large shapes a little awkward. 
I use Supersoft's Graphics 
Designer for such work. Not 
only is it the best character/ 
sprite designer I've used but it 
also allows the creation of 
shapes built up from up to 32 
characters. 

I hope you find this package 
worth the toil of typing it in. I 
believe you won't be 
disappointed. 



High Resolution Aid 

1 DATA76 , 36 , 138,76, 17B , 132 , 76 , B8 , 132,76, 146 , 132 , 76 , 4B , 133 , 76 , 132 , 133,76,53 

2 DATA 194 , 76 , 242 , 134,76, 170 , 135 , 76 , 7 , 136 , 76 , 16 , 136 , 76 , 166 , 136 , 32 , 43 , 134 , 165 

3 DATA20, 141, 132,3,32,43, 134, 165,20, 141 , 133,3, 163, 160, 133, 163, 163,0, 133, 16B 

4 DATA 162 , 64 , 32 , 120 , 132 , 163 , 140 , 133 , 169 , 163 , 0 , 133 , 168 , 173 , 132 ,3,10,10,10,10 

5 DATA13, 133, 3, 162, 8, 32, 120, 132, 173, 2 ,221, 3, 3 ,141, 2, 221 ,173, 0,221, 41, 252 ,3 

6 DATA1 , 141 , 0 , 221 , 173 , 17 , 20B , 3 , 32 , 141 , 17 , 20B , 163 , 57 , 141 , 24 , 208 , 36 , 160 , 127 

7 DATA145, 168, 136, 16 , 251 , 72 , 24 , 165 , 16B , 105 , 12B , 133 , 16B , 163 , 0 , 101 , 163, 133, 163 

8 DATA104, 202 ,208,231,36, 173,2,221,9,3, 141,2,221, 173,0,221,41,252,3,3,141 

9 DATA0 1 221,173,17,20B,41,223,141,17 1 208,163,21,141,24,20B,36,32,43,134,165 

10 DATA20, 141, 132, 3, 32, 43 ,134, 165, 20, 141 ,133, 3, 76, 65 ,132, 32, 163, 193 ,32 ,114 

11 DATA 193 , 32 , 143 , 193 , 120 , 165 ,1,41, 254 , 133 , 1 , BB , 173, 134, 3, 41, 7, 141, 141, 3, 56 

12 DATA163, 7, 237, 141,3, 141, 141,3,24, 169, 1, 174, 141,3,240,4, 10,202,208,252, 160 

13 DATA0, 174, 137, 3, 240, 17, 224, 2, 240, 28, 17, 170, 145, 170, 120, 165, 1,9, 1,133,1 

14 DATABB, 96, 73, 255, 43, 170, 145, 170, 120, 165, 1 ,9, 1 , 133, 1,BB,96, 141 , 160,3,49 

15 DATA170, 141 , 159 , 3 , 240 , 6 , 173 , 160 , 3 , 76 , 1 1 , 133 , 173 , 160 , 3 , 76 , 254 , 132 , 32 , 43 

16 DATA134, 165 ,20, 141 ,134, 3, 165, 21, 141, 135, 3, 32, 43, 134, 165, 20, 141, 136, 3, 141 

17 DATA143, 3, 32, 43, 134, 165, 20, 141, 137, 3, 32, 212, 194, 173 ,137, 3, 201, 3, 240, 14 

IB DATA76, 137, 192 , 163 , O , 6 , 252 , 6 , 251 , 101 , 252 , 133 , 252 , 36 , 32 , 163 , 133 , 32 , 1 14 , 193 

19 DATA32, 149, 193,95, 173, 143,3,74,74,74, 170, 32, 129, 195,24, 163, 140, 101 ,254 

20 DATA133, 254, 35, 32,43, 134,165,20,141,132,3,32,49, 194, 165,20,141, 133,3,96 

21 DATA173, 232, 3, 240, 14, 173, 132, 3, 10, 10, 10, 10, 13 ,133, 3, 160, 0,145, 253, 96, 173 

22 DATA136, 3, 74, 74, 74, 141, 13B, 3, 173, 135, 3, 74, 173, 134, 3, 106 ,74, 74, 141, 139, 3 



E 



Programming 



53 DATA141, 139, 3, 173, 136, 3, 41, 7, 141, 140, 3, 173,136,3,133,251,169,0 133 252 
24 DATA162, 6, 35, 93. 193, 205,208, 250, 165,252, 133, 171, 165, 251, 133,170 32 93 193 
55 DATA32, 33,133, 24, 165, 251, 101, 170, 133, 170. 165, 252,101,171,133,171 169 6 

26 DATA133, 252, 173, 139, 3, 133, 251, 32, 93, 193, 32, 93, 193, 32, 93, 193, 24, 165 251 

27 DATA 101 , 170 , 133 , 170 , 165 , 555 , 101 , 171 , 133, 171 ,54, 173, 140, 3, 101 170, 133 170 

5B DATA169, 0,101, 171, 133, 171, 24, 169, 0,101, 170, 133, 170, 169, 160, 101 171 133 
59 DATA171, 96, 32, 253, 174 ,32, 138, 173, 32, 247 ,183, 96, 32 .49, 194, 165, 20 ,141 144 

30 DAT A3 i 165 , 21 , 141 , 145 , 3 , 32 , 49 , 194 , 165 , 20 , 141 , 146 , 3 , 32 , 49 , 194 , 165 , 20 141 

31 DATA137, 3, 32, 43, 134, 165, 20, 141, 148. 3, 32, 49, 134, 165,20, 141 ,143,3,32 197 

32 DATA194,78,147,3,7B,147,3,7B,147,3,173,149,3,20B,3,78,147,3 24 173 144 

33 DATA3, 109, 147, 3, 141, 134, 3, 173, 145, 3, 105, 0,141, 135, 3, 32.187, 134 , 78 147 3 

34 DATA78, 147, 3 ,78, 147, 3, 173, 149, 3, 20B, 3, 7B, 147, 3, 24, 173, 146, 3, 109 ,147 3' 141 

35 DATA136, 3 ,141 ,143 ,3, 32, 212, 134 ,32, 197, 192, 206, 148, 3, 208 .174,36,163 255 

36 DATA141 , 14,212, 141, 15,212, 169, 12B, 141 , IB, 212, 169 ,129,141,24,212 173 27 

37 DATA512, 141, 147, 3, 96, 173, 135, 3, 201, 200, 144, 5, 169,200,141,136,3,173 135 
3B DATA3, 240, 12, 173, 134, 3, 201, 64, 144, 5, 169, 63, 141, 134, 3, 96. 32, 49, 194 ,165 20 

39 DATA164,21,141, 150,3,140,151,3,32,49,194,165,20,141,152,3,32,49,194, 165 

40 DATA20. 164, 51, 141, 153, 3, 140, 154, 3, 32, 49, 194, 165, 20, 141, 155, 3, 35, 49 194 

41 DATA165, 20. 141 .137, 3, 173, 152, 3, 141 ,158,3,236, 155, 3, 238, 153, 3, 173, ISO 3 
45 DATA172, 151,3,141,156,3,140.157,3,173,156,3,174,157.3,141, 134, 3 142 135 

43 DATA3, 173. 158, 3, 141, 136, 3 ,141, 143, 3, 35, 197, 192, 24, 173, 156, 3, 105, 1,141 156 

44 DAT A3 , 173, 157,3, 105 ,0,141, 157 , 3 , 173 , 156 , 3 , 205 , 153 , 3 , 20B , 207 ,173 157 3*205 

45 DATA 154 , 3 , 208 , 199 , 238 , 158 , 3 , 173 , 158,3, 205 , 155 , 3 , 20B , 176 , 96 . 169 , 0 , 133 , 253 

46 DATA133 , 254 , 224 , 0 , 240 ,16,24, 165 , 253 , 105 , 40 . 1 33 , 553 , 165 , 254 , 105 . 0 , 133 , 254 

47 DATA202, 208, 240, 24, 165, 253. 109, 139, 3, 133, 253, 165, 254, 105, 0,133, 254, 96, 32 
4B DATA49. 194 .165. 20, 164, 21, 133, 251 ,132, 252, 169, 0,133, 253, 169, 202, 133 254 

43 DATA160, 0,173, 14, 220, 41, 254, 141, 14, 220, 120, 165, 1,41, 250, 133. 1,177, 251 145 

50 DATA253, 24, 165. 251, 105, 1,133,251, 165,252, 105, 0,133, 252,24. 165, 253, 105 X 

51 DATA 133 , 253 , 165 , 554 , 105 , 0 , 133 , 254 , 165 , 253 , 20B , 222 , 165 , 254 , 201 , 206 , 508 ,216 

55 DATA120, 165. 1,9, 5, 133, l.BB, 173, 14, 550, 9. 1,141, 14, 550, 96, 32, 49, 194, 165, 50 

53 DATA141, 232, 3, 36 ,32 ,43 ,134, 165, 20, 141 ,163, 3, 32, 43, 134 ,165, 20, 141, 160, 3 

54 DATA32, 49, 194, 165, 20, 141, 171, 3 ,160, 0,140, 170, 3, 140, 166, 3, 172, 166, 3 185 

55 DATAO, 4, 133, 163, 169, 0,133, 164, 6, 163, 38, 164, 6, 163, 38, 164,6,163,3b, 164, 24 

56 DATA 165 , 164 , 105 , 202 , 133 , 164 , 173 , 169 , 3 , 141 , 152 , 3 , 173 , 170 , 3 , 141 , 150 . 3 , 169 

57 DATA1, 141, 153, 3, 141, 155, 3, 32, 225, 196, 238, 166, 3, 173, 166, 3, -201, 40, 540 .6, 238 
SB DATA170, 3, 76, 4B , 196, 96, 173, 164, 3, 141, 134, 3, 169, 0,141, 135, 3, 24, 14, 134, 3 

59 DATA46 , 135, 3, 14, 134, 3, 46, 135, 3, 14, 134, 3, 46, 135, 3, 173, 13B.3.54, 10, 10, 10 

60 0ATA141, 136, 3, 141, 143, 3, 35, 169, 193, 96, 32, 49, 194. 165, 20, 164, 21, 133, 163, 132 

61 DATA164, 32, 49, 194, 165, 20, 141, 150, 3, 32, 49, 194, 165, 20, 141, 152. 3. 32, 49, 194 
65 DATA165, 20, 141, 153, 3, 32, 49, M4, 165, 2©, 141 ,155 ,3, 32, 49, 194, 165, 20, 141,160 

63 DATA3, 32, 49, 194, 165, 20, 141, 171, 3, 32, 125, 197, 14, 153, 3, 14, 153, 3, 14, 153, 3 

64 DATA169 ,0, 141 , 149, 3, 173 ,150, 3, 172, 152, 3, 141, 164, 3, 140, 13B.3.32, 119 196 

65 DATA 160 , 0 , 120 , 165, 1,41, 254 , 133 , 1 , BB , 32 , 70 , 197 , 120 , 165 , 1 , 9 , 1 , 133 , 1 , 8B , 200 

66 DATA204, 153, 3, 50B, 231, 23B, 149, 3, 173, 149, 3, 205, 155, 3, 240, 30. 54. 165 ,170,105 

67 DATA64. 133, 170, 165, 171, 105, 1,133, 171, 24, 165, 163, 109, 153, 3, 133, 163, 165, 164 
DATA105.0, 133, 164,76,1,197,96, 173, 160,3,240,8,201, 1,240,12,201,2,240, 18 
DATA177. 163, 32, 109, 197, 76, 10B, 197 ,177, 163, 81, 170, 32, 109, 197, 76, 108, 197 
DATA177, 163, 17, 170, 32, 109, 197, 96, 72, 173, 171, 3, 240, 6, 104, 73, 255. 76, 122 197 

71 DATA104, 145, 170, 96. 173, 150, 3, 141, 156, 3, 173, 152, 3, 141, 158, 3, 169, 0,141, 168 
75 DATA3, 141, 167,3, 173, 156 ,3, 141 ,133, 3, 174, 158,3,32,123, 135, 24, 163, 140. 101 

73 DATA254 , 133 , 254 ,32, 149 , 193 , 23B , 156 , 3 , 238 , 167 , 3 , 173 , 167 , 3 , 205 , 153 , 3 , 20B 

74 DATA250,23B,15B,3,23B,16B,3,173,16B,3,20S,155 I 3,240,14,173,150,3 1 141 1 156 

75 DATA3, 169,0, 141, 167,3,76, 145, 197,96 

76 REtl 

77 REn«*»-»-**»*»-«»«*»»*»«»» 

78 REM" HIGH-RESOLUTION AID • 

79 REM* AEUJ 19B5 » 
BO REn*«»««»»»»*-«*»**»«« 

Bl REfl 

B2 FOR 1-49152 TO 50641 

83 READ X 

84 T-T+X 

B5 POKE I,X 
B6 NEXT 

87 IF T0 1665B4 THEN PRINT"ERROR IN DATA" 



6B 
69 
70 



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Garry Ma rshall brings 
you another challenge 



PROGRAMMING 



for your programming 



abilities. This month 



he deals with 



crossovers. 




The Project 



FINDING OUT WHETHER 
lines cross over each other - 
and, if so, where - is a problem 
lhal crops up in several entirely 
different circumstances. The 
basic situation can be repre- 
sented, regardless of applica- 
tion, as illustrated in Figure 1. 
This shows five 'places', repre- 
sented by numbered circles, 
joined together by lines. 

The lines in the figure cross 
over each other three times. In 
such a simple situation, a 
computer is hardly needed to 
count the number of 
crossovers and find their 
locations. Bui if there were 
many more places, and more 
lines between them, the task 
would be much more difficult 
and error-prone, and it would 
be a good idea to get a 
computer on the job. 

The crossover problem is 
important in the design and 
manufacture of printed circuit 
boards for items of electronic 
equipment, from television 
sets to computers. Electronic 
components are 'printed' on a 
printed circuit board, and they 
are connected by tracks, also 
'printed' on the board, that 
conduct electric currents 
between them. In Figure 1, the 
numbered circles correspond 
to the electronic components, 
and the lines to the tracks 
between them. Any tracks that 
cross over each other will lead 
to the creation of electrical 
paths that should not exist in 
the circuit. Such paths will alter 
the behaviour of the circuit 
from its required function. So, 
in this case, designs for printed 
circuit boards can be tested by 
seeing if they have any 
crossovers. 

Crossovers are also of 
importance in the provision of 
water, electricity and gas 
supplies to houses. This time, 
the numbered circles in Figure 
1 correspond to houses, and 



the lines to the paths of the 
water, gas and electricity 
pipelines. Laying the pipelines 
will be easier if there are no 
crossovers as this removes the 
possibility of damaging, say, 
the gas pipes, while dealing 
with the water mains. 

The project is to write a 
program which, when given a 
description of a network, can 
display the positions of any 
crossovers in it. 



The Solution 

To write a program to find the 
locations of the crossovers in a 
network, we must first give a 
description of the network. 
This consists of the number of 
'places', their locations, and 
the details of which ones are 
connected to each other. If we 
use the network in Figure!, the 
first two items can be given 
directly, and the third can be 
given by using a rather neat 
method. 

The number of 'places' is 
five, and their locations are 
given by their column and row 
positions on the screen. The 
pattern of connections can be 
recorded by giving all the pairs 
of positions that are connected 
to each other. Referring to 
Figure 1. we can see that one is 
connected to five, and three is 
connected to four. All the 
connections can be recorded 
in a two-dimensional array, 
declared by: 

DIM C(5, 5) 

and using its elements so thai, 
in general, C(I F )) is assigned the 
number of connections 
between I and J. The number of 
connections will either be one 
if there is a connection, or zero 
if there is not. The two connec- 
tions just mentioned can be 
recorded by: 

C{1.5)=1: C(3, 4)=1 




To record that there is no 
connection from four to five 
use: 

C(4, 5>=0 

This gives us the first part of 
our program as: 

10 DIM X(5), Y(5), C(5, 5) 

20 FOR J=1 TO 5: READ X(JJ, 

Y(J): NEXT J 

30 FOR J=1 TO 5: FOR K=1 TO 5 

40 READ C(J, K) 

50 NEXT K: NEXT J 

60 DATA 50, 20, 20, 100, 120, 

180, 220, 110, 190. 30 

70 DATA 0, 0,1,1,1,0,0,1,0,1, 

1.1.0,1,1 

80 DATA 1,0, 1,0, 0,1,1,1,0,0 

Given this description of 
the network, the program can: 
plot it; find the crossovers by 
taking every pair of lines and 
testing whether they cross over 
each other; and, for those that 
do cross, find the positions of 
the crossings and mark them. A 
little geometry is needed to 
find the equations of the lines 
and whether they cross, but 
otherwise the computation is 
straightforward. 

After setting the high- 
resolution graphics mode with 
the subroutine starting at line 
500, the network can be plotted 
by taking the positions of every 
pair of 'places' in the network 
and drawing a line between 
each connected parr, with: 

90 GOSUB 500 

110 FOR J=1 TO 4: FOR K=J+1 
TO 5 

120 IF C(J, K)=0 THEN 230 
130 X1=X(J); X2=X(K): Y1=Y(J): 
Y2=Y(K) 

140 GOSUB 2000 
230 NEXT K: NEXT j 



The gaps in the listing will 
be filled by lines for the 
remaining tasks. The subrou- 
tine starting at line 2000, which 
is called from line 140, is our 
standard routine that draws a 
line from (XI, Y1) to (X2, Y2). 

Now we can test every pair 
of lines to see if they cross. The 
method for finding if a pair of 
lines cross is based on the idea 
that any point on the line from 
(X1, Y1) to (X2, Y2) has co- 
ordinates. 

N*X1 + (1-N)*X2, N-Y1 + (1- 
N)'Y2) 

Putting N=1, gives (XI, Y1) 
and N=0 gives (X2, Y2). Values 
of N between zero and one 
gives points in between, and 
other values of N give points 
outside, as illustrated in Figure 
2. 5o, if we solve the equations 
of two lines written in this form 
for N, by testing the size of N 
we can see if the lines cross 
between their end-points. This 
gives us the following lines for 
finding the crossovers and 
counting them in CR. 

100 CR=0 

150 FOR L=1 TO 4: FOR M=L+1 
TO 5 

160 IF J=L AND K=M THEN 230 
170 IF C(L, M)=0 THEN 230 
180 X3=X(L): X4=X(M): Y3=Y(L): 
Y4=Y(M} 

190 D=(X1-X2)*(Y4-Y3) - (Y1- 
Y2)'(X4-X3) 

200 N=((Y4-Y3)*(X4-X2) - (X4- 
X3}*(Y4-Y2))/D 

210 IF N 0 AND N 1 THEN 
CR=CR+1 

220 NEXT M: NEXT L 

Actually, each crossover is 
counted twice because, as the 
program is written, every pair 



PROGRAM CROSSOVERS 

10 DIM X(5),Y(5),C(5, 5),XC(10),YCU0) 
20 FOR J=l TO 5: READ X(J), Y(J>: NEXT J 
30 FOR J=l TO 5: FOR K=l TO 5 
40 READ C(J, K) 
50 NEXT K: NEXT J 

60 DATA 50,20,20,100,120,180,220,110,190,30 
70 DATA 0,0,1,1,1,0,0,1,0,1,1,1,0,1,1 
80 DATA 1,0,1,0,0,1,1,1,0,1 
90 6QSUB 500 
100 CR=0 

110 FOR J=l TO 4: FOR K=J+i TO 5 
120 IF C(J, K)=Q THEN 230 
130 Xl=X(Jh X2=X(K): Y1=Y(J1: Y2=Y(K) 
140 GCSUB 2000 

150 FOR L=l TO 4: FOR K*I TO 5 
160 IF J=L AND K=H THEN 220 
170 IF CtL, H)=0 THEN 220 
1B0 X3=X(L): X4=X(H): Y3=Y(L): Y4=Y(H) 
190 D=(Xl-X2)l(Y4-Y3)-(Yl-Y2)l(X4-X3i 
200 N=t(Y4-Y3]l(X4-X2)-U4-X3)!(Y4-Y2))/D 
210 IF N>0 AND N(l THEN CR=CR*1: XC(CR) =N»X1+(1-N) 1X2: YC( 
CR)=NIY1+(1-NW2 
220 NEXT H: NEXT L 
230 NEXT Kl NEXT J 
240 FOR J=l TO CR 
250 FOR R=YC(J)-3 TO YCU1+3 
260 FOR C=XC<J)-3 TO XCtJl+3 
270 GOSUB 1000 
280 NEXT C: NEXT R: NEXT J 
290 END 

500 POKE 53272, PEEK (53272) OR 8 

510 POKE 53265, PEEK(53265) OR 32 

520 FOR I=B192 TO 16192: POKE I, 0: NEXT I 

530 FOR 1=1024 TO 2023: POKE I, 22: NEXT I 

540 RETURN 

1000 R0=INTIR/B1: C0=INT(C/8l 

1010 L=R AND 7 

1020 BIT=7 - (C AND 71 

1030 BYTE=8192+R0I320+C0I8+L 

1040 POKE BYTE, PEEK (BYTE) OR 2UIT 

1050 RETURN 

2000 DX=X2-X1: DY=Y2-Y1 

2010 IF DX*0 THEN 2070 

2020 FOR C=X1 TO X2 STEP SBN(DX) 

2030 R=INT(Y1+(C-X1UDY/DX) 

2040 GOSUB 1000 

2050 NEXT C 

2060 RETURN 

2070 C=X1 

2080 FOR R=Y1 TO Y2 STEP S6N(DY) 
2090 GOSUB 1000 
2100 NEXT R 
2110 RETURN 




f iguri 1 ft ipi—t-fc Mid rt i -"immf . 



1 N 0\N.H1.<I NI.X3.H.YI-I1 HI . V3 




of lines that cross is counted 
twice. The point where, say, 
line A crosses line B, is counted 
once when all the lines are 
paired with line A and a second 
time when all the lines are 
paired with line B. For this 
reason, the value held in CR 
after these lines are executed is 
twice the number of cross- 
overs. We shall leave the 
program like this because the 
steps have to be taken lo 
ensure that each crossover is 
counted only once complicate 
it considerably. 

It is now a simple matter to 
record the position of each 
crossover because the value of 
N, which gives the position, has 
been found already. If we 
record the locations of the 
crossovers by placing their x- 
and y-co-ordinates respect- 
ively, in the elements of the 
arrays XC and YC, then we 
need only modify lines 10 and 
210 as follows. 

10 DIM X(5), Y<5), C(5. 5), 
XC(10), YC(10) 

210 IF N 0 AND N 1 THEN 
CR=CR+1: XC(CR)=N*X1 + (1- 
N)'X2: YC(CR)=N-Y1 + (1" 
N)*Y2 

Finally, we can mark the 
position of each crossover with 



a square block composed of 
dots by using the subroutine, 
starting at linelOOO, which plots 
a dot in column C and row R, 
repeatedly. 

240 FOR J=1 TO CR 

250 FOR R=YC(J)-3 TO YC(J)+3 

260 FOR C=XC(|)-3 TO XC(J)+3 

270 GOSUB 1000 

280 NEXT C: NEXT R: NEXT J 

The complete program listing, 
with ihe subroutines, is listed as 
Figure 3. 

Further Developments 

You can gain some confidence 
in the program by drawing a 
different network connecting 
five 'places', recording it in C, 
and seeing that the program 
can mark its crossovers. The 
program can be extended to 
deal with networks having 
more than five places' in them, 
but this is straightforward. It is 
somewhat more difficult to 
amend the program so that it 
does not count, and mark, 
every crossover twice. The 
crossovers can be marked 
more effectively, perhaps wiih 
a flashing block, like a cursor. 
Some way of displaying the 
number of crossovers would 
also enhance the program. 




I 



Listings will be much easier to 
enter with our new system. 



COMMODORE LISTINGS ARE RATHER 
well known for the horrible little black 
blobs that always abound. Unfortunately 
the graphics characters which are used to 
represent graphic and control characters 
do not reproduce very well and they are 
also difficult to find on the Commodore 
keyboard. 

In future all control and graphics 
commands will be replaced by a mnemonic 
within square brackets. This mnemonic is 
not typed out as printed in the magazine 
but rather the corresponding key or keys 
on the keyboard are pressed. For example 
(RIGHT] means press the cursor right key, 
you do not type in [RIGHT]. All of the 
keywords, what keys to press and how 
they are shown on the screen are shown 
below. 

Any character thai is accessed by pressing 
shift and a letter will be printed as 
[Sletterj. 

[SA| shift and A 
|S+] shift and * 

Any character that is accessed by 
pressing the Commodore key and a letter 
will be printed as [Cletter) 
[CA] Commodore and A 
[C+] Commodore and + 
[CI Commodore and 1 




LISTINGS 



If any characters are repeated the 
mnemonic will be followed by a number. 
This number is how many times you 
should enter the character. Any number 
of spaces over one will also be 
represented in this form 
(RIGHT10] press cursor right 10 times 
[C+10] press Commodore and + 10 
times 

[SPC10] Press the space bar 10 times 



Any other characters should be easily 
recognisable for example CTRL-N means 
press CTRL and N and LEFT-ARROW 
means press the left arrow. 

Any number of mnemonics can be 
enclosed in brackets for example 

[SA10,SPC10,SA10] 

means type 10 shift A's 10 spaces and 
another 10 shift A's. 



Mnemonic Symbol what to press 



[RIGHT] 
[LEFT] 

im 

[DOWN] 

1"] 
[F2] 

[F3] 

m 





■ 

m 

■ 



left/right 



shift left/right 



Shift & up 
/down 



up/down 



f1 



shift & fl 



f3 



shift & f3 



Mnemonic Symbol what to press 



(F5] 
F6] 

m 

[F8] 

[CLEAR] 
[HOME] 

RVSON] 
[RVSOFF| 







f5 



shift & (5 



f7 



shift & f7 

shift & CLR 
/HOME 



CLR/HOME 



CTRL & 9 



CTRL & 0 



Mnemonic 5ymbol what to press 



[BLACK] 
[WHITE] 
[RED] 
[CYAN] 

[PURPLE] 
[GREEN] 

[BLUEJ 
[YELLOW] 






• 




■ 






■ ■ 


« 




■ 






■ 






■ 






■ i 






: 


: 




u 








CTRL & 1 



CTRL & 2 



CTRL & 3 



CTRL & A 



CTRL & 5 



CTRL & 6 



CTRL & 7 



CTRL & 8 




DS.CO 



DATA M CORBIM 

I MMNMH l««»t.«fl'iMIIl*l 

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CffJIul will* pain* Quiim. <> < 

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UMMOM Q" 



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Mo* In « ,ot " 



ARRIVED 

"'"'mm. 



"'if uai 



S«, PHYSICAL EXAM 



7- 

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jb ■.: nop e - -* - 



^"flllllf MMeifi 

"Wpu^a 



MtrlWllo 



^ 



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vJ 



FAST LOAD 
PLUS 
UTILITY CAJtTI? I DGE 




Or iOUICKDBC- umiDjrpk^aMrtayaif c jmyu IMI <Mi TMyountoportarai tomaiylMtbinprr 
avw tumyji vjc fuHt' r«rc»y one* « ttcu»mprc4cwni 

F*n LOAD arid |A VI fltetoM sm -c<ttui y^, Wt»\ -nr nra omrniM wWr Of* w!(i«r»*»: 

art "in* tr* tryOrcrj 

Fan Fermi uirvfiV lOvtonOi 

FjH Bxfcup (ie*! an e*« d*: ii 'Cut r*n,i?i |Noi Tf»rt» pnMitM Wntiir I 
'M Flit Ciiplit fin wm* "u topm 

ImprovrO DOS lomm»i>di CCS^ t|rjintaf J^ulf oHWaWOnw »g l|»ftU«V,«iHO«C*«Jaiaay*a«H* 

ia>*wwiownrfcnjo*lic SHTWrtTOT wlllOADO' 8 1 « « W»y *7ui»fu( 

mciMpo>iln C*ouonlci pHnm Wtwtro juw pm) wdh CBM grjpHIa i^xtliy V* CtmrotffCon- 

ARIJfl iwtldi ii tiTlM |^"Ml^VHMBW tfUKCCW . tl »0 IT* W I* 1 

Now Ox (Kkw. fib. ii3 W * 1 mi rvtn ha* mx »wci C*i y«i rfhva in W«C"W0U*C«D(1C- 

0«R»(l».« 

Natttii CBMakM « iftfwi *rtr QUiCKDttO *W ncd «t»Ui pedum 1 o (MfJUMl NM *<* 



All prtBM Inclod* and VAT. Send cheque. Poit*l Order <H Cedli Card No. 
Credit Card order accepted by phone. Callefi welcome. Wide ranoe of goodi 
>to<hed. Trade enqufriei welcome. European ordert lend prke at advertlied. 
Outtlde Europe 12.00 for airmail. Mail order lo Eveiham Shop pleaie. 



EVESHAM MICROS 

BRIDGE STREET, EVESHAM, 
WORCS.. WRll 4RY. 
Tel: 0386 41989 



MICRO CENTRE 

1 756 PERSHORE ROAD. 
COTTERIDGE. BIRMINGHAM. 
Tel: 021 -458 4564 



I you're as 
Impressed 
■s we bio 
wrtti the now 
Commodore 
138, youl bo 
oven more 
Impressed with the new aolrware that's 
appearing lor K nowt Already we've goi 
5uperB*se I2B (tpSS £85.00 (). 
Superscript 138 (£7jk05' £6495'), 
and Iho BrnoHng VLraWrlte Classic 138 
(C3i*r«S tau.ooi)... so watch irw space! 




Alirough we are by far 
the largest UK retailer 

el Super Base, VlzaStar 
and VdaWrlle tor the 
Commodore M. tor 
over live years we 
have supported 
the best software tor 
all the Commodore business mac runes! 
So II you have a CBMifET 3000, a 000. 
8000. 700 or PC, Ihondomiorgelus... 
we haven'1 fargotlon yout Wliy nol phono 
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I global ■earch-and-i 



A3 tlto loalums you'll over nood lor protesalonal 
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row and column arithmetic, menu or keyed commands with command strings, 
background printing, complolo letter quality print control, spelling checker with 
both UK and US disk dictionaries, comprehensive tourpart user manual. . 

OUB PHICE Cfi&flS £58.951 —WHILE STOCKS LAST I 



Tho Anatomy of A Commodore 64 £8.M 
Tho Anatomy of Iho 1541 Disk Drive £1.95 
Your '64 Casseno Book £8.95 
Tricks and Tips for your 'G4 £8.95 
Machine Language Book lor tho '64 £8.95 
'64 Advanced Machine Language £8.95 
Pocks and Pokes lor the '64 £7.95 
Commodore 64 Idea Book £8.95 
Graphics Book toi your '64 £8.95 



Aro you a two- 
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Then why not let 
5uperType help 
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type the last and easy way... with your 
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ONTAPE£1>*5* £1 6.951 
ON DISK £2>*S* £21.951 



Transform your Commodore 64 inio a lull 
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OUR PRICE (XL4) MOW ONLV £74,95t 



VIZiSWRITE 64 



A high -performance, low-cost 
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SuperBase Starter (SAVE £101 29 95 
SIMON'S BASIC (SAVE £15f| 35 00 
MASTER 64 (SAVE £30!) 39 00 

JETPACK (TAPE) 14.05 



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send disk and manual cover 44 95 
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WANT IT TOMORROW??? CALL US TODAY!!! ON 01-54G-7256 



Prtcee Include VAT and POSTAGE 
and aro correct on going lo press. 
Order by post or phone, using 
cheque, Access, Bare I ay card or 
postal order. Despatch Is by aame 
day 1st CLASS posL Product data 
available on request, or phone for 
advice If In doubL |REF A351. 



El tga.cn 

anware 



LAKESIDE HOUSE. KINGSTON HILL. SURflEV. KT3 70T. TEL 01-546-7356 




A whole new world awaits you and your 64. The world of 
Prestel, Micronet. Viewfax, Homelink, Cibservice. etc. This is the 
world of product reviews, mainframe games, home banking, 
business information, commodity futures, armchair shopping, real 
time conversation, electronic notice boards, helpful tips, ICPUG, 
news, Telex-Unk. Mailbox.ChaWine.Galleryetc.Thisistheworld 
of telesoftware, with programmes to download into your 64 and 
save to disk or tape. Many telesoftware programmes are provided 
free of charge or at nominal cost 

Dialog with over 600 massive databases on call and almost 
unlimited information on just about any subject is accessible from 
your 64. together with BT Gold, Easylink, One to One etc.. with 
electronic mall, business services and telex facilities 

You can link to Bulletin Boards in your area for local news, club 
news, letters, jokes, poems, helpful tips, etc. It's a whole new 
experience. 

Take the first step. Make a giant leap for your 64. Communicate 
with Modem House and you'll soon be talking to other '64 users, 
linking to other micros and swapping files, tips, programmes or just 
chatting. 

Modem House are the largest suppliers of Commodore 
communication equipment We also supply complete systems for the 
Pet 2000. 3000. 4000 and 8000 series. 




mm 

HOUSE 




The most popular 64 micropack in use today, will link you to 
Prestel, Micronet 800, Viewfax 258. Homelink. Farmlink. Otiservice. 
etc. From Modem House, the complete system is on offer at the 
incredible price of £99.95 inc. VAT. p & p. 

Optional terminal software to link you to 8T Gold. Easylink. 
One to One. Dialog and Bulletin Boards is available at £29.95 inc. 
VAT. p & p. 

Complete Commodore 64 micropack 

special price £99.95 inc. VAT p & p 

for a limited period only. 

Special, special offer, order your 64 micropack now and 
get a FREE quarter 's subscription to Micronet 800 and Viewfax 258 
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Modem House. 70 Longbrook Si. Exerer. Devon EX« 6AP Tel: |0392| 213355 

Please send me Commodore 64 Micropack(s) E99.95 each 

- Oprlonal Terminal Software £29-95 

I enclose £ /Bill my Access No _ 

Name B — _ — 

Address , 



■ i ■ iVi *■ m i m' * i M ■ ******** wnl Hiii V* 



t|||lt|H»HM<tM4t.|<taMH|4l>Mtfl 



70 Longbrook St, Exeter EX4 6AP Tel: |0392) 213355 



Telephone No. 

Please allow 28 day delivery 

This offer applies only while stocks last 



YC 1/86 



Machine Code Entry— CG4 



400 TS«=F$: T0=PEEK ( 53) +256tPEEK(54) -LEN (TS$) 

:P0KE 7B2, TO/256 
410 POKE 781 f T0-PEEK(782) t256: POKE 78Q,LEN(TS$) 
420 SYS 65469 

430 POKE 780, UPOKE 781,D:P0KE 7B2,0;SYS 65466 

440 POKE 254,S/256:P0KE 253, S-PEEK (254) 1256: POKE 780,253 

450 POKE 782, (E+D/256: POKE 781, (E+l)-PEEK(782)t256 

:SYS 65496:RETURN 
460 REM tltt LOAD DATA tttt 
470 INPUT" [CLEAR, D0HN2, RI6HT2JFILE NAME 
480 IF Fl=" OR LEN(Q$)>15 THEN RETURN 
490 INPUT"[DONN3,RVSON]T[RVS0FF]APE OR C SPC , RVSON ] D C R VSOPF ] 

ISK : DCLEFT3]";D$ 
500 IF DIO'T'AND DK> 1 D t THEN RETURN 
510 0=1: IF D$="D"THEN D=8 
520 LOAD F$, D, 1: RETURN 

530 PR I NT : PRI NT " C D0HN2 , RIGHT ] ERROR " : ADR=ft DR- 1 2 

540 POKE 54296, 15:P0KE 54277,10 

550 POKE 54278, 100:POKE 54273, 45: POKE 54272,00 

■•POKE 54276,17 
560 FOR W TO 250: NEXT 
570 POKE 54276, 0:P0KE 54277,0:P0KE 54278,0 
5B0 RETURN 

100 INPUT *[ CLEAR, D0NN2] START ADDRESS " ; ADR 
110 PRINT ' C D0WN2 ] PLEASE ENTER ALL DIBITS.' 
120 PRINT"[D0MN2]SPACES HILL BE ENTERED AUTOMATICALLY 
[D0HN21" 

130 PRINT: PRINT ADR;":'j:GOSUB 260 

140 IF Sfs-CFH' THEN 60SU8 33O:G0T0 100 

150 IF S$='tF3]" THEN GOSUB 46O:GOT0 100 

160 REN READ DATA AND STORE 

170 CHECK=ADR-INT(ADR/256>I256 

180 FOR C=l TO 36 STEP 3 

190 Nf=NID$(SI,C,3):N=VAL(NI) 

200 CHECK=(CHECK+N)AND 255 

210 IF N>255 THEN N=0 

220 POKE ADR,N:ADR a ADR+l:NEn C 

230 VFY=VAL(RIGHTI(S*,3)) 

240 IF VFYOCHECK THEN GOSUB 530: GOTO 130 

250 GOTO 130 

260 S«=":FOR C=l TO 13:F0R L=l TO 3 
270 GET K$:IF K»="G0T0 270 
280 IF KI="tFl]' THEN C=13:L=3 
290 IF K$=TF33" THEN C=13:L=3 
300 S«=SI+K$ 

310 PRINT K*;:NEXT L:PRINT" : NEXT C: RETURN 

320 REN till SAVE YOUR FILE MM 

330 PRINT' [CLEAR, D0HN2, RIGHT23SAVE FILE CD0HN2 J " 

340 INPUT-FILE NANE s';F! 

350 IF FI-" OR LEN(FIJ>15 OR FI-'O" THEN RETURN 

360 INPUT'[DOHN3,RVSON]T[RVS0FF]APE 0R[SPC,RVS0N3D[RVS0FF: 

ISK : DCLEFT3]"jDI 
370 D=1:IF D«""D" THEN D=8 
3B0 INPUT*ED0MN2JSTART ADDRESS IN DECIMAL :'jS 
390 INPUT'[D0NN3END ADDRESS IN DECIHALCSPC4I: * ; E 




ENTRY 



We make life easier 



for you with our 



machine code entry 



program, 



THE WORST THING ABOUT 
Machine Code programming is 
entering thousands of numbers 
and then finding that the 
program will not work. There is 
nothing else that you can do 
apart from go through all of the 
listing trying to locate that 
mistyped character which 
prevents the program from 
working correctly, 

Now there's an easier way 
to enter your machine code 
programs. With the Your Com- 
modore machine code entry 
program, each line of numbers 
is checked as soon as you press 
return. If you have made a 
mistake you will be asked to re- 
type the last line. Another 
added bonus is that you can 
save what you have entered at 
any time to tape or disk and 
carry on where you left off next 
time you come to your 
computer. 

Using the Loader 

Before you type in any machine 
code program you must have 
typed in the machine code 
entry program and have it 
saved onto tape or disk. When 
you want to enter any of the 
machine code programs that 



are printed out in the form 
used by this program you must 
LOAD it into your computer. 
When you RUN the program 
you will be asked for the start 
address of the program. The 
start address is the first number 
in any machine code listing that 
appears before the colon (e.g. 
49152:). You simply type in this 
number and press return. 

All that you have to do from 
then on is type in all the 
numbers on a line. Do not type 
any spaces and do not type 
return, the program will do all 
of that for you. If you have 
made a mistake on any line the 
computer will ask you to type 
the line again. Once the line is 
entered correctly the 
computer will automatically 
prompt you for the next line of 
data. 

Saving and Loading 

You can save your data to tape 
or disk at any time by simply 
entering the F1 key as the first 
character on any line. You will 
then be asked for the start and 
end address of the save. The 
start address is the first number 
in the listing as already 
mentioned. The end address is 
the numberof the last line plus 
11. Don't forget to add 11 or the 
last line entered will not be 
saved. 

To load back a program that 
you have saved you simply 
have to enter the F3 key as the 
first' item on a line. You will 
then be asked for the name of 
the program. 



E 




THE COUNTDOWN HAS BEGUN 





V 



:.n.p.£a95 




URELL sales dept.. 

Castle Lodge, Castle Green,Taunton TA1 4AB 




LIST 



Here's a neat program tha t 



will save you money. By Bob 



Davis. 



LIST AID OPENS UP A NEW WORLD FOR 
programmers. No longer are you limited 
to using standard paper for your listing. 
Instead you can list your Basic programs to 
any desired width (between one and 80 
columns) and as a bonus, you can choose 
either standard or double size characters 
and set the print head's start position. 

There are several advantages using List 
Aid. For a start, listing a program 60 
columns wide, with the print head offset 
lo 10 columns, gives a nice margin either 
side of the listing to make any notes etc. 
How about listing in 40 column mode, so 
the listing looks exactly as it would on the 
screen. You could use double size 
characters for any one with poor eyesight. 

List Aid itself requires 5K of memory to 
operate. Therefore, the only limitation is 
that your program must not occupy more 
than 33K, when the program is initially 
loaded into the computer. It doesn't 
matter if your program requires more 
than 33K to run. 

Using List Aid 

First, type in the program exactly. You can 
leave the REMs out if you wish. Don't 
forget to SAVE it. Now run it. There are 
three questions to be answered. 

First, the character size. It's preset for 
standard size. For double size press 'D' 
and 'return', otherwise just press 'return'. 
Next select the width. This is the actual 
column size to be listed. Enter any size 
between one and 80 and press 'return'. 
Finally the print head's TAB setting is 
required. This is preset for now. If all goes 
well. List Aid will list itself! 

To list your program the following 
instructions must be followed exactly. 

First reset the computer by switching 
OFF and ON, or type in SYS 64738 and 
'return'. Now load the program you wish 
to list. Remember, your program must not 
occupy more than 33K. Now type in the 
following one line direct statement and 
press return. Do make sure it is exact or 
you will have to load all over again. 



POKE 43,1:POKE 
140*256,0:NEW 



44,140:POKE 



New? But, I just loaded it, I hear you say. 
Don't worry, all will be revealed later. If 
you've done that correctly the computer 
will respond with 'READY'. Now load List 
Aid, run it and your program will be listed. 
Don't forget to have your printer 
switched on and the paper all aligned. 

To list another program you will have 
to switch off and start again. 



LIST 



So, what's the NEW all about then? 
Well, first you loaded your program. 
When a Basic program is loaded into the 
computer (which is just switched on), it is 
placed in memory from address 2049 
onwards. The computer knows, or thinks 
it knows, where to place the program by 
looking at locations 43 and 44. The 
contents of these locations indicate 
where the Basic's memory 'BOTTOM' is. 
In this case 2049. Before loading any 
program in, try this in direct mode: 

PRINT PEEK (43) + (44) " 256 

The result will be 2049. By raising the 
'BOTTOM' of memory above the area 
your program occupies, we can load a 
second program. List Aid, and run it, 
thereby not affecting the contents of your 
program. We do this by pokeing beatings 
43 and 44 with values to make [he 
computer 'think' that the Basic memory 
now begins at address 35841. The 'NEW' 
command resets all the other Basic 
pointers accordingly. The values poked to 



43 and 44, 1 and 140, ensure that the maxi- 
mum permissable RAM is available for 
your program, 33K. Before actually 
loading List Aid (after the pokes to 43 and 
44) type in: PRINT FRE(0) and 'return'. You 
will see a return of 5119 bytes free. The 
POKE 140"256,0 ensures location 35840 
contains a zero. The first byte of Basic ram 
must be a zero. 

List Aid works progressively, following 
four fields. 

1. Work out the current line number and 
the link address pointing to the next 
line. 

2. Starting with its line number, 
concatenate a string variable repre- 
senting that line. Detect end of line 
upon reaching link address. 

3. Print routine. Send contents of string 
to printer, one character at a time, 
appropriately limited the print width, 
set TAB and Character size if required. 

4. Check for 'double zero byte' 
indicating end of program. If not go to 
1. 



30-110 
130 

150-510 

560-690 
710-760 



780 

790-910 



930-1000 



1020 



1050-1060 



1080-1090 
1130-1140 



prints TITLE 

checks if printer is switched on. 

initialise. Set up Link Address, Keyword and Cursor Control 
Character strings. 

get print mode, width and tab values. 

set up print mode and customise 'QUOTE' character. Sending 
a normal 'quote' mark i.e. CHR$(34) to the printer is OK but if 
you follow this with any cursor control character, then funny 
things happenl So, why not send a 'customised' quote character. 
Same difference - no problems! 

Field 1. Find current line number, link address to next line. 
Field 2. Add line number to string. Peek current address. If 
Keyword, add appropriate Keyword string, tf 'quote' mark then 
enter loop (lines 840-890). If detected add Cursor Control 
characters. Else, add standard ASCII code. Leave loop when 
second quote or end of line is detected. If not Keyword or quote 
character, add normal ASCII character. Increment peek address, 
if not same as link address, start again. 

Field 3. Print routine. Calls SUB 1080. Set up loop for length of 
program string. Prim count = 0. Print string, one character at a 
time. If print count = print width or end of line is reached, print a 
carriage return. If a 'quote mark' CHR$(34) is detected, send 
customised 'quote' instead (sub 1050). When all characters are 
sent, send a carriage return. 

Field 4. Last line check. If the contents of (Link Address) AND 
(Link Address + 1) is 0 then the end of program is detected. 
Else goto 780. 

Subroutine. Print customised 'quote' character. If print mode is 
double size characters then print two quotes. Note the quote 
character is different for double size. 

Subroutine. Print 'TAB' many spaces to set the printer head. 
End routine. Flash 'printer not on*. Close channel to printer. 



Variables 

PM print mode 
PW print width 
PT tab size 
PA peek address 
LA link address 
NL newt link 
IN line number 
PC printer count 



KW$ keyword 

CCS cursor control 

MD$ mid$ of (PS) 

LN$ line number 

QS quote character 

P$ program string 

P peek value of PA 

L,M,D and D$ genera I -purpose 



E 



E 



READY. 
CHR$(27); 0 
READY. 

10 REN LIST. AID 

20 REM (CI BOB DAVIS JAN'BS 

30 REM 

40 REM Ml TITLE SCREEN Ml 

50 PR I NTCHRS ( H 7 ) : PDKE5326 1 , 6 : PR I NT CHR 

$(15B) 

60 PRINTSPC ( 12) ' [ s UUs IK* 111! Btl 

HCs IHs ills «ts tits • Jts tits IJ 

[5 t 

Hs SHs I]":PRINTSPCU2)'Cs -]'SPC(13 

("[5 -J* 

70 PRINTSPC(12)"Cs -3 LIST. .AID [I - 
]":PRINTSPCU2>'[5 -rSPCUSI'ts -)• 
80 PRINTSPC(12)"[s -]"SPCi6!"8Y"SPC(5) 

'ts -]':PRINTSPCU2l'[s -]"SPC(I3)'[s 

-i" 

j 

90 PRINT5PC(12)'[s -] BOB DAVIS [5 - 
l':PRINTSPC(12)'£s -]"SPCU3)"[s -V 
100 PRINTSPC(12)"[5 -)"SPC(13)"[s -]': 
PRINTSPCI12)"[s -] IC) JAN "B5 Is -J* 
110 PRINTSPCU2)"[s -3"SPC(13)"Cs -I": 
PRINTSPC(12)'[s J][s IJts IHs IHs t J 
[5 I 

][5 His tits !3Cs 1 : IHs IHs Ills 

ills K3':PRINT:PRINT 
120 REM Ml PRINTER ON ? Mi 
130 DPEN4 . 4: PR I NTI4 : IFSTTHEN 1110 
140 REN Ml INITIALISE Ml 
150 DINKN«{75),CC$I160):LN$=":LN=0:LA 
=2049 

liO F0RL=0T075 : RE ADKH* ( L ) : NE X T : 6DT0220 
170 DATA END, FOR, NEXT. DATA, INPUTt, INPU 
T« DIM, READ, LET, GOTO, RUN, IF, RESTORE, 60S 
UB 

180 DATA RETURN, REM,STOP, ON, WAIT, LOAD, 
SAVE , VERIFY, DEF, POKE , PR I NTI, PR INT , CQNT 
190 DATA LIST, CLR, DID, SYS, OPEN, CLOSE, 6 
ET, NEH, TAB ( , TO, FN, SPC ( , THEN, NOT, STEP, ♦ 

200 DATA l,/. A ,AND,0R.>,v;,S6N,INT,AB 
S,USR,FRE,POS,SOR,RND,LOG,EXP,COS,SIN, 
TAN 

210 DATA ATN, PEEK, LEN,STR«,VAL,ASC, CHR 

$,LEFT*.RIGHT*,fl!DU255] 

220 READ D,D*:IFD=999THEN540 

230 REM RVSON RVSOFF 

240 CC*(D)='[RVS0Nr»D$*"[RVS0FF]':60T 

0220 

250 DATA 5,"E".17,'Q\1B,'R\19,"S\28 

."\\29,"3',30," A, ,31,"_' 

260 REM M DATA 129, "Is A3" = SHIFT ♦ 

A II 

270 DATA 129, "ts A]":REM A 
2B0 DATA 133, "Is El': REN E 
290 DATA 134, "ts F]':REH F 



300 DATA 135, "Is &]";REM B 

310 DATA 136, "Is HI" :REN H 

320 DATA !37,'[s Il'jREN I 

330 DATA 138, 'is J]':REH J 

340 DATA 139, "ts K]':REH K 

350 DATA 140,'Es L3" : REM L 

360 DATA 144, "Cs P]":REH P 

370 DATA 145, "Is fl] ■ : REM Q 

380 DATA 146, "Cs R]":REM R 

390 DATA 147, "Is S]":R£H S 

400 DATA 14B.M5 &]':REH T 

410 DATA 149, "ts U]':REH U 

420 DATA 150, "Cs V]":REM V 

430 DATA 151, "ts W]";REM W 

440 DATA 152, "Cs XI" : REM It 

450 DATA 153, "Cs Y]":REM Y 

460 DATA 154, "Cs 2]':REM I 

470 DATA 155, "ts »]":REM ♦ 

480 DATA 156, "ft -]":REM CBM + - 

490 DATA 157, "Es B]":REM B 

500 DATA 15B,'[255]':REH A 

510 DATA I59,"tc l]":REM CBM ♦ I 

520 DATA 999, HZ 

530 REM HOME * 14 DOWN 

540 Q$= " CHOME 3 CDOHN] C DOWN 3 [ DOWNH DONN ] 

C D0HN3 [ D0HN3 C DGNN3 [D0HN3 CDOHN 3 C DOHN ] C D 

OWN] 

[DQWNHDOHNHDQHN]" 

550 REM Ml INPUT DETAILS Ml 

560 PRINTQ*" SELECT CHARACTER WIDTH :[ 

DOHN 3 ' 

570 REM RVSON/RVSOFF 3 X LEFT 
5B0 INPUT" [ RVSON 3S [RVSOFF J TANDARD OR 
[RVS0N1DCRVS0FF30UBLE WIDTH SUEFTH 
LEFT 

][LEFT]";P$ 

590 I FP$ <> ' S • flNDP *< > ' D " THEN560 

600 REM 3 X DOWN 7 X LEFT 

610 PRINTQ$:INPUT"[DQWNHD0WNUD0HN3 E 

NTER PRINT WIDTH tl TO 80) CLEF 

T3CL 

EFT] [LEFTHLEFT] [LEFT] [LEFT] [LEFT] ";PH 

620 IFPH=O0RPN>B0THEN61O 

630 L-80-PW: IFP«='D D THENL=80-PWI2 

640 IFL< 1 THENPT=0: G0T0690 

650 REM 6 X DOWN 3 X LEFT 

660 PRINTQt'[D0WN][DOWN][DOWN]IDOWN][D 

OWNHDDWN] ENTER TAB SETTIN6 (0 TO"L'[ 

LEFT 

])■;: INPUT" OCLEFT3CLEFT3 CLEFT] ' ;PT 
670 IFPT<00RPT>LTHEN660 
680 REM 9 X DOWN 

690 PRINTQI'tDOWNHDOWNlEDOHNKDONNKD 
OWN 3 C 00HN3 [ DOHN 3 C DOWN 3 C DOHN ] M TO ABO 

RT, 

KEEP SPACE BAR PRESSED II" 

700 REM Ml SET UP PRINT MODE Ml 

710 PM=15:1FP*='D"THENPH=14 

720 REM Ml CUSTOMISE QUOTE CHAR Ml 



730 Q$=CHR*18):FQRL=1TQ6:READD:Q$=Q*+C 

HR$(D):NEXT:Q$=0*+CHR$(15) 

740 DATA 128,135,128,135,128,128 

750 IFPH=14THENG$=CHR$(B):F0RL=1T06:RE 

ADD:Qf=Q*+CHRt(D):NEXT:QS=gttCHR4(15) 

760 DATA 128,135,135,128,128,128 

770 REM Ml MAIN LOOP III 

780 NL-(PEEK(LA*1)I256)+PEEK(LA):LN=<P 

EEK (LA+3) 1256) +PEEK(LA+2) : PA=LA+4 

790 PI=STR$(LN)f ■ 

800 P=PEEKiPA) 

810 IFP=255THENPI=P$+"f255] , :B0T0910 
820 IFPM27THENPI =P«+KH$ (P-I28) : G0T091 
0 

830 IFPO34THEN900 

840 P$=P»*CHR$(34):BOT0880 

850 IFP<32THENP$=P$+CC$(P):60T0880 

860 IFP > 1 27ANDPC 160THENP$=Pt+CCf < P) : GO 

TQ880 

B70 PI=PUCHRi(P) 

880 PA=PA+1:P=PEEK(PA):IFPA=NLTHEN930 

890 IFPO34THENB50 

900 P$=P*+CHR$(P1 

910 PA=PA+1;IFPA<NLTHEN800 

920 REM Ml PRINTER ROUTINE III 

930 L=LENlP*):P$=RI6HT$(P$,L-l):L=L-2 

940 PC=0 : GOSUB 1 080 : FORH= 1 TOL 

950 HD*=HID$ (P$,H, I ) : PC=PC+1: IFMD$=CHR 

$ ( 1 8 > ORMD«=CHR$ (146) THENPC=PC- 1 

960 6ETK»:IFKIO""THEN1140 

970 PRINTI4,CHR$(PH);:IFHD$=CHR*t34)TH 

EN60SUB1050:GOT0990 

980 PRINTI4,HD»; 

990 IFPC=PWTHENPC=0: IFH<LTHENPRINTI4:G 
0SUB1080 

1000 NEXT:PRINTI4 

1010 REN III LAST LINE ? Ml 

1020 LA=NL: IFP£EK(LA)=0ANDPEEK(LA+1)=0 

THEN 1140 

1030 G0T0780 

1040 REM Ml PRINT QUOTE CHARS III 
1050 PRINT#4,Q$;:IFPH=14THENPRINTt4,Qi 

1060 RETURN 

1070 REM Ml PRINT HEAD TABS III 
1080 IFPT>0THENF0RTB S 1T0PT:PRINTI4,CHR 
i(15)" ";:NEXT 
1090 RETURN 

1100 REM Ml END ROUTINE Ml 

1110 F0RL=0T04:PRINTCHR$(147):FORH=0T0 

200:NEXT 

1120 REM 12 X DOWN RVSON/OFF 

1130 PRINT 1 [DOWN] [DOHN] [DOHN] EDOWNHDO 

HN][DOHN][DOWN3[DOHN][DOHN3[DOWN][DOHN 

1ID0 

HN]"SPC(B)"MM [RVS0N3PRINTER NOT ONI 
RVSOFF 3 Mf:FORH=OT0400:NEXT:NEXT 
1140 PRINTI4:CL0SE4:END 




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Mike Hart breaks you 
[gently into the [ 
[hexadecimal system. 
Hex-Calculator 

SOONER OR LATER, OWNERS 
of Commodore machines start 
to get tired of Basic and wish to 
penetrate the mysterious world 
of machine code. A first step 
along this road entails getting 
to grips with the hexadecimal 
system in which the machine 
code is written. 



The hexadecimal system is 
based around a unit of 16 rather 
than the 10 that we are familiar 
with in our '10s and units' 
system. In the hexadecimal 
system, the numbers zero to 
nine are represented by the 
digits 0-9 but the numbers 10- 
15 are represented by the 
letters A-F. Sixteen in the 
hexadecimal system is there- 
fore one hexadecimal unit 
(corresponding to our 10s) fol- 
lowed by no other units: hence 
16 decimal is 10 hex, 17 decimal 
is 11 hex, 34 decimal is (2 *16 + 
2) = 22 and so on. It is 



conventional to prefix a hex 
number with the $ sign as 
otherwise one might get con- 
fused as to whether a number 
such as 11 meant 11 in the 
decimal system or 17 in the 
hexadecimal system. The 
decimal notation is sometimes 
characterised by a # sign but 
very often by no sign at all - this 
means that if you see a number 
by itself it is nearly always a 
decimal number but a hex 
number should always be pre- 
ceded by the $ sign. 

Once you get used to it, the 
hex system is a much more con- 



venient way to think about the 
innards of your machine. For 
example, it makes much more 
sense to know that the Basic 
ROM for the C64 is located at 
$A000-$BFFF and that $C000- 
$CFFF is available for machine- 
language programs than to 
remember decimal (in which 
case the relevant numbers 
would be 40960-49151 and 
49152-53247!) Commodore 
machines often seem to take 
three steps forward but one 
step back. In the days of the 
Commodore PET, there was a 
machine language monitor 



1 REM lit HEX-CALCULATOR III 

2 ; 

3 REN It MIKE HART tl 

4 i 

10 REM SYNTAX FOR 'HEX-CALCULATOR' IS:- 

11 i 

12 REM SYStCALL) , S ...SYStCALU 

13 REM CALL=700 (BY DEFAULT) 

14 : 

15 REM MACHINE-CODE HEX-LOADER 

16 : 

17 FOR J=320 TO 349:READ X:P0KE J,X:NEXT 
IB DATA 160,0,177,26,201,64,144,2,105,8 

19 DATA 10,10,10,10,133,2,200,177,26,201 

20 DATA 64,144,2,105,6,41,15,5,2,96 
30 : 

40 : 

50 CALL=700: L0C=CALL-21 : A=L0C : B=A+4 
60 : 

70 FOR 1=0 TO 98: READ H*:SYS 320 
80 POKE L0C* I . PEEK (780) : NEXT 
90 : 



100 REM RELOCATE CHANGES 
110 : 

120 AH=INT(A/256):AL=A-AHI256 
130 BH=INT(B/256):BL=B-BHI256 
140 POKE LOC+40, AL:P0KE 10C+41,AH 
150 POKE L0C+45,BL:P0KE L0C+46,BH 
160 POKE L0C+49,AL:P0KE L0C+50,AH 
170 POKE L0C*53,BL:P0KE L0C*54,BH 
1B0 PRINT 

190 PRINT" — HEX-CALCULATOR LOADED 

199 : 

200 DATA 4A LSR :02A7 

201 DATA 4A LSR :02A8 

202 DATA 4A LSR :02A9 

203 DATA 4A LSR :02AA 

204 DATA 29, OF AND HOF :02AB 

205 DATA 18 CLC :02AD 

206 DATA 69,30 ADC H30 :02AE 

207 DATA C9,3A CMP H3A :02B0 

208 DATA 90,02 BCC $02B6 :02B2 
S 

209 DATA 69,06 ADC M06 :02B4 



--■sEND 

■PRINT DIGIT S/R 
■DIVIDE BYTE BY 16 
"AND GET INTEGER RESULT 
"BY FOUR LSR'S 
•MASK OFF OVER 15 
"CLEAR FLAG 

■ADD 48 TO SET ASCII CODE 

"MORE THAN 9 ? 

"NO - SO SKIP NEXT 2 BYTE 

■YES - SO ADD 7 




Programming 



210 DATA 4C,D2,FF JHP IFFD2 : 02B6 "PRINT It RETURN 

2U DATA 4C,D7,BD JHP IBDD7 :02B9 "PRINT FPACtt AS ASCII DI 

6IT 

212 DATA 20,73,00 JSR $0073 :02BC "ENTRY POINT - 6ET 1ST DI 
6IT 

213 DATA C9,24 CNP M24 :02BF "IS IT I ? 

214 DATA W f ll BEQ $WDE :02C1 'YES - BRANCH (LINE 226} 

215 DATA A9.24 LDA M24 :02C3 'NO - SO PUT $ INTO .A 

216 DATA 20,D2,FF JSR $FFD2 :02C5 "AND PRINT IT 

217 DATA 20.8A, AD JSR SAD8A :0?CB "INPUT NUMBER 

218 DATA 20,F7,B7 JSR IB7F7 :02CB 'CONVERT FPACI1 INTO 2 BY 
TES IN $14/115 

219 DATA 20.A7.02 JSR $02A7 :02CE ".A HOLDS USB SO PRINT IS 
T DIGIT 

220 DATA AS, 15 LDA $15 :02D1 "RETRIEVE MSB 

221 DATA 20,AB,02 JSR $02AB :02D3 "PRINT 2ND DIGIT 

222 DATA 9B TYA :02D6 "RETRIEVE LSB 

223 DATA 20,A7,02 JSR $02A7 :02D7 'PRINT 1ST DIGIT 

224 DATA 98 TYA :020A 'RETRIEVE LSB 

225 DATA 4C.AB.02 JHP $Q2AB :02DB 'PRINT 2ND DIGIT AND RETU 
RN 

226 DATA 20,F7,B8 JSR SBBF7 :02DE 'ZEROISE FPACI1 

227 DATA 20,73,00 JSR $0073 :02E1 'GET HEX DIGIT 

228 DATA F0,D3 BEQ $02B9 :02E4 "DONE SO PRINT NO. AND EX 
IT (LINE 211) 

229 DATA C9.41 

230 DATA 90,02 

231 DATA E9,08 

232 DATA E9,2F 
FLAG IF CLEAR) 

233 DATA 4B 



CNP 1*41 :02E6 '6REATER OR EQUAL TO A ? 
BCC $02EC :02EB 'NO- SKIP 2 BYTES 
:02EA 'YES- SUBTRACT 8 
:02EC 'NO- SUBTRACT 47 MARRY 



SBC l$08 
SBC l$2F 



PHA 



:02EE "SAVE .A ON STACK 

'TRANSFER FPACI1 TO FPACI 



■RESTORE .A 

'ADD .A TO FPACI1 

'LOOP ALWAYS FOR NEXT DIG 



234 DATA 20,0C,BC JSR $BC0C :02EF 
2 

235 DATA AO, 10 LDY <$10 : 02F2 'PUT VALUE OF 16 

236 DATA 20,A2,B3 JSR $B3A2 :02F4 'INTO FPACtl 

237 DATA 20,2B,BA JSR $BA2B :02F7 'FPACtl X. FPACI2 -RESULT 
IN FPACtl 

238 DATA 68 PLA :02FA 

239 DATA 20,7E,BD JSR $BD7E :02FB 

240 DATA 50,E1 BVC $02E1 :02FF 
IT (LINE 227) 

241 : 

242 : 

300 REN HEX-DECIMAL CONVERSION 
310 : 

320 REM INPUT "HEX=";H$ 
330 REN D=0:F0RJ=1 TO LEN(H$) 
340 REM X=ASC(HID$(H$,J))-4B 
350 REM D=Dtl6*I+(X>9) 17: NEXT: PRINT D 
360 : 
370 : 

400 REN DECIMAL-HEX CONVERSION 
410 : 

420 REM INPUT'DECINAL=';D 
430 REN H$=":FORJ=1T04:X2=D/16:X=D-XU16 
440 REN H$=CHR$(XM8-7t(X>9>HH$ 
450 REM D=XZ:NEXT:PRINT'$'!H$ 



written into the ROM which 
enabled one to get to grips with 
hex fairly easily but this facility 
was denied to the generation 
of C64 and Vic 20 owners who 
had to buy or get a machine- 
language monitor for their 
machines like Supermon. 

This month, the listing 
shows you how you can add a 
hexadecimal converter to your 
machine so that you can very 
quickly and easily input a 
decimal number and get its hex 
equivalent or input a hex num- 
ber and get its decimal 
equivalent. The whole routine 
is written to be as compact as 
possible and is designed to 
occupy the space from S02A7- 
$0277 - a total of 89 bytes which 
are absolutely safe and will not 
be corrupted by any other 
operations including loading in 
a new program on tape. In fact, 
the routine only just squeezes 
into the available space and is a 
result of my passion for nice 
tight and compact routinesthat 
just fit into the few spare safe 
locations. 

The listing actually contains 
two machine language 
programs and requires a little 
explanation so that you can 
follow what is going on! 

Lines 17-20 contain the 
decimal value for a short (i.e. 30 
byte) hex-loading routine 
which greatly speeds up the 
process of converting hex 
values to decimal within the 
context of a Basic program such 
as this. As you can see, the main 
body of the program is 
contained in DATA statements 
from lines 200-240 and each 
line of DATA has one to three 
hexadecimal numbers fol- 
lowed by a 6502 mnemonic or 
op-code, an addressd and 
finally a comment. This is to 
enable the experienced 
machine code programmers 
amongst you to understand the 
construction process - I find 
that I always learn a lot from 
studying how other people 
have constructed their 
programs. These hex values are 
read into a variable H$ in line 70 
and then the first hex-loading 
routine is called at location 320. 
This is actually the bottom part 
of the stack and should be fairly 
safe unless you have 
mathematical routines with lots 
of brackets and/or many 
indented loops, all of which 
require a lot of stack space. The 
hex-loading routine, read in 



lines 17-20, leaves the single 
byte decimal value that we 
require in the Accumulator. To 
access it, we merely PEEK(780) 
which the designers of the Vic 
and the C64 thoughtfully put in 
to enable us to access the 6502 
registers directly. Line 80 
obviously POKEs the converted 
hex value into the value of 
LOC+I where LOC is decided 
by you, the user. 

So here, you actually have 
two decimal-hex converts 
within a single program. The 
main converter is designed to 
sit in a safe location where 
SYS(700),S— - or SYS(700), — 
will do the conversion job for 
you. If you precede your 
number by the $ sign then the 
converter will assume a hex 
number and will convert 
accordingly. This hex number 
can be of any (reasonable) 
length e.g. one to four digits. If 
you do not precede your 
number by a $ sign, then the 
converter will assume that you 
are inputting a decimal 
number and will convert it to 
hex for you. 

The initial hex-loader which 
is located in the stack is purely a 
refinement but processes 
numbers at four times the 
speed of the Basic equivalents. 
If you are still wedded to Basic 
then lines 300-450 show how to 
use fairly standard conversion 
routines. All routines, whether 
Basic or machine code have to 
cope with the fact that the 
ASCII values for A-F do not 
immediately follow the ASCII 
values for the digits 0-9 but are 
some eight locations later. 
Hence the necessity to engage 
in a process which works out 
whether the values A-F are 
involved in any part of the 
conversion process and then to 
make whatever additional 
adjustments are necessary. 

Changes for Vic 20 



Line C64 

211 
217 
218 
226 
234 
236 
237 
239 



\ 


VIC 20 


BD 


DD 


AD 


CD 


B7 


D7 


B8 


D8 


BC 


DC 


83 


D3 


BA 


DA 


BD 


DD 



Substitute the relevant value 
for the VIC 20 in place of the 
C64 value in the specified line. 



E 




Steve Carrie 



concludes his machine) 



code development 



system series with the 



assembler. 




The Assembler 

Now we come lo the ihird and 
final program of the series, ihe 
Assembler. This is a two pass 
assembler which will accept 
source code from either the 
Macro Processor or direct from 
the Editor (assuming no 
MACRO definitions or calls are 
present) and will produce an 
executable machine code file. 
This means that all you will 
have to do to run your program 
will be to LOAD it by name and 
call it with a basic SYS 
command. For example: 

LOAD "filename",8,1 
SYS (start address) 

During assembly, a listing is 
generated giving the object 
code and a list of symbols and 
their values. This may be sent to 
a printer by executing the TTY 
command before calling the 
Assembler. 

Entering the Code 

There are five Basic listings 
given here. As before, type 
them all in and save them 
before running. To save the 
code, use either the Monitor S 
command giving ASSEMBLER, 
9000 and 9E00 as the 
parameters, or use: 

POKE43,0:POKE44,144:POKE 
45.0:POKE46,158:SAVE" 
ASSEMBLER",8,1 
POKE43 ( 1:POKE44,8:NEW 

To call the Assembler from 
the Monitor, you should use 
either: 

> 

ASSEMBLER or 

ASSEMBLER (source file) 
(object file) 

If you use the first option, the 
Assembler will prompt you 
with ENTER FILENAME(s). You 
should then enter the names of 
the files in the same format as 
the second option above. 



Assembler Instructions 

There now follows a list of 
PSEUDO INSTRUCTIONS that 
are entered in field three. 



%: The percent symbol 
signifies that a binary 
number follows. For 
example: 

LOOP3LDX ff%00000001 



Instruction 
ORG 



EQU 



END 

TXT 
BYT 
WRD 

DBY 
MAC 
MND 
EXT 



Function 

Sets code origin in memory. This can beany 
memory address since the object code is 
written to disk and on into memory. This 
should be the first instruction in a program. 
Other assemblers may use the symbol "•" 
Sets value of a symbol infield 2 to an 
expression in field 4. In other assemblers 
the equivalent symbol may simply be "=" 
Indicates end of a source code program. 
MACRO definitions may follow. 
Puts a text string in ASCII into memory. 
Puts single byte value(s) into memory. 
Puts 2-byte number(s) into memory in 6502 
lo-byte, hi-byte order. 
Same as WRD but in reverse order. 
The opening MACRO definition delimiter. 
The closing MACRO definition delimiter. 
For future use. Actually defines a GLOBAL 
symbol for use with a future LINKER program. 



Assembler Operand 
Conventions 

Field 4 operands have several 
symbols associated with them. 
Some may be familiar, but 
others may not. 
< and> : These may be used to 
specify which byte of a two- 
byte number is to be loaded 
into an 8-bit register. For 
example: 

LOOP1LDA#< LABEL 
LDYff>LABEL 

loads the A-register with the 
low-byte of the 16 bit value 
LABEL, while the Y-register 
is loaded with the high-byte. 

The apostrophe is used 
to signify that an ASCII 
character is to be used as an 
operand e.g. 

LOOP2LDA 'A 

loads the A-register with 41 
HEX, the ASCII code for A. 



loads the X-register with 1. 
$: The dollar signifies that a 
hexadecimal number 
follows. For example: 

LOOP7LDA ff $30 
LOOP8LDXS30 

If no symbol is used as a 
prefix then the number is 
assumed to be decimal and will 
be treated as such. Note that 
the " ff " in the above examples 
is the standard 6502 notation 
for an immediate number. 

When symbols are being 
used in field four, it is possible 
to add or subtract an offset 
using the - and + symbols. For 
example: 

VICII EQU SD000 
BORDER EQU VICII+520 
SCREEN EQU VICII+S21 
LDA VICII+1 
STA VICII+2 
ASL VICII-1 
etc 

This completes the descrip- 
tion of the assembler symbols 



and instruction. Next, we will 
assemble our MACOUT 
program which was generated 
with the Macro Processor. 

Assembling the 
Example Program 

With all three utility programs 
on your working disk, and the 
three example programs 
MACTEST, MACLIB and 
MACOUT on the same disk, 
you are ready to assemble. 

Enter the monitor and type: 

ASSEMBLER MACOUT 
MACOBJ 

The disk drive will begin 
working. After a few moments, 
the message: 

COMMODORE 64 UTILITY 
SERIES 

ASSEMBLER VI.O 
(Q 1985 S.D.C 

will appear. If all goes well, the 
machine will generate a listing 
on the screen (or printer if you 
used TTY). After this, the 
machine will re-enter the 
Monitor. You now have a disk 
file called MACOBJ. 

Exit the Monitor using the X 
command and type: 

NEW 

LOAD"MACOB]",8,1 
SYS 49152 

The program should act as 
described below: 

1 Clear the screen. 

2 Output a "your-name" 
prompt. 

3 Wait for keyboard input. 

4 Print what was input. 

5 Exit to Basic. 

Assembler Error 
Messages 

If an error is found, the approp- 
riate message is printed with a 
line number and the assembly 
is aborted. If an object file has 



CB4 Assembler 




been created, it will be scratched. 



Message 

REDEFINED SYMBOL 
TOO MANY SYMBOLS 
UNDEFINED SYMBOL 

BRANCH RANGE 
SYMBOL SYNTAX 



DIRECTIVE 

OPERAND OUT OF BOUNDS 

OPERAND SYNTAX 
ADDRESSING MODE 

NOT AN INSTRUCTION 
FILE NOT FOUND 

SYMBOL TOO LONG 
MACRO DEFINITION 



MISSING OPERAND 
FILE OPERATION 



Meaning 

a symbol appears in field 2 twice 
symbol workspace full 
a symbol does not appear in field 2 having 
been found in field 4 
relative branch was too big 
symbols only contain alphanumeric 
characters with the first character being 
alpha only 

a problem with a pseudo instruction 
a particular operand was too big for a 
particular addressing mode 
bad field 4 syntax 

illegal addressing mode for a particular 

instruction 

illegal field 3 string 

source file cannot be located on the 

current disk 

symbols are up to 9 characters long 

source contains MACRO symbols such 

as MAC and MND. Run the file on the 

Macro Processor first 

missing field 4 entry 

problem with the disk files such as a 

write-protect being ON 




Next, I will give a program- 
ming example for you to try out 
using this series of programs. 
Enter it using the Editor, call the 
Macro Processor and Assem- 
bler to work on it and try the 
program out. It will have a start 
address of SCOOO or 49152 
decimal. Simply use a Basic SYS 
49152. 

A Programming 
Example for the Utility 
Program Series 

There now follows a program- 
ming example designed to 
show how you can use 
MACROs in programs. Delete 
the previous program 
MACTEST, MACLIB, MACOUT 
and MACOBJ (unless you want 
to keep them) using the 
Monitor SCRATCH command. 

First, type in the following 
MACRO library file which 
contains two different 
MACROs. Call it MACLIB or 
something similar. This will be 
the name you use for the 
{macrolibraryfile) in the Macro 



Processor call. There is a field guide to help you. 



The first MACRO LOAD 
SUB generates a subroutine 
which uses KERNAL ROM 
routines to perform a LOADing 
operation via logical file 
number LFN, device DEV with 
secondary address SEC. The file 
has a name NAME of length 
LEN. On return, a set carry flag 
indicates an error condition. 
The X and Y registers hold the 
highest address loaded to by 
the LOAD routine SFFDS. 

The second MACRO 
DOLOAD uses the MACRO 
LOADSUB as a subroutine. This 
is really not much different to 
LOADSUB on its own but is 
included here to show how 
MACRO calls can be nested. 





FIELD! 


FIELD2 


FIELD3 


FIELD4 




10 




MAC 






20 


L 


LOADSUB 


NAME, LEN, LFN, DEV. 










SEC 




30 


L 


LDA 


U LFN 




40 




LDX 


tt DEV 




5 




LDY 


#SEC 




60 




JSR 


SFFBA 




70 




LDA 


# LEN 




80 




LDX 


#< FIL.SER 




90 




LDY 


#>FIL.SER 




100 




JSR 


$FFBD 




110 




LDA 


#0 




120 




JMP 


$FFD5 




130 


FIL.SER 


TXT 


NAME 




140 




MND 






150 




MAC 






160 


L 


DOLOAD 


NAME,LEN,LFN f DEV, 




170 


L 


LDA 


SEC 

#< MES.SER 




180 




LDY 


#>MES-SER 




190 




JSR 


$AB1E 




200 




IMP 


LOADSUB1 




210 


MES.SER 


TXT 


LOADING 




220 




BYT 


0 




230 


LOADSUB1 


LOADSUB 


NAME, LEN, LFN.DEV, 




240 






SEC 






MND 





E 




Having saved the MACRO file names in the command. If 

library file 10 disk, re-enter the you want to list your file to the 

Monitor and type in the printer, give the command 

following program. Call this TTY before calling the 

one anything you want. Assembler. 



FIELD1 


FIELD2 


fin w-\ *» 

FIELD3 


F1ELD4 


10 




ORG 


scooo 


20 


BORDER 


EQU 


SD020 


30 




LDA 


#15 


40 




5TA 


BORDER 


45 




HELLO 




50 


LOADIT 


JSR 


GETFILE 


60 




BCS 


ERROR 


70 




RTS 




80 


ERROR 


LDA 


#• ERRMESS 


90 




LDY 


# ERRMESS 


100 




JSR 


SAB1E 


110 




RTS 




120 


ERRMESS 


TXT 


LOAD-ERROR 


130 




BYT 


0 


140 


GETFILE 


DOLOAD 


MACRO,5,1 ,8,255 


150 




END 




160 




MAC 




170 




HELLO 




180 




LDA 


fl$93 


190 




JSR 


$FFD2 


200 




LDA 


#'H 


210 




JSR 


$FFD2 


220 




LDA 


H'l 


230 




JSR 


SFFD2 


240 




LDA 


#13 


250 




JSR 


SFFD2 


260 




MND 





This program shows how 
MACRO definitions are tagged 
onto the end of source code 
programs. The MACRO HELLO 
is called in line 45 and 
generates code to clear the 
screen and print "HI". The 
program then goes on to load 
the file on disk called MACRO 
and reports an error if it is not 
found. Once again, the 
MACRO DOLOAD generates a 
subroutine, while HELLO 
generates in-line code. 

Processingthe Program 

Now call the Macro Processor 
with the following command: 

MACRO (yoursourcefile) (your 
outputfile) (yourlibraryfile) 

substituting the names of your 
files for the different para- 
meters. Assuming the files have 
been successfully processed, 
run the assembler with the 
command: 

ASSEMBLER (youroutputfile) 
(yourobjectfile) 

once again substituting your 



If you get an error during 
Macro Processing or during 
Assembly, check it against the 
error tables. The errors given 
by the Assembler are pretty 
reliable as are the Macro Pro- 
cessor errors. The only 
problem may occur during 
Macro Processing because of 
the fact that more than one 
source file is being used and 
the line-numbers don't often 
correspond. However, if the 
error occurs in the source file 
(not the macro library file) then 
the number given in the error 
message should be accurate. 

I hope that you will find 
these programs useful to have 
and that they help any of you 
who are just starting out in 
machine code programming 
on the Commodore 64. The 
three programs took about 
four weeks to write (and about 
two weeks to debug!) and I am 
pretty sure that they are, for the 
most part, error free. I am 
starting work on another 
version of the utility series 
which will allow both tape and 
multiple disk operation. If you 
encounter any bugs in the 
program, don't hesitate to 



Assembler 1 

10 DATA 76,57,156,147,13,67,79,77,77,79,68,79,62,69,32,54 
20 DATA 52,32,85,84,73,76,73,84,89,32,83,69,82,73,69,83 
30 DATA 13,65,83,83,69,77,66,76,69,82,32,86,49,46,48,13 
40 DATA 40,67,41,32,49,57,56,53,32,83,46,68,46,67,46,13 
50 DATA 13,0,69,78,84,69,82,32,70,73,76,69,78,65,77,69 
60 DATA 32,0,13,65,83,83,69,77,66,76,69,82,32,69,82,82 
70 DATA 79,82,32,76,79,71,13,0,13,10,13,10,84,65,66,76 
80 DATA 69,32,79,70,32,83,89,77,66,79,76,83,32,85,83,69 
90 DATA 68,13,10,13,10,0,13,10,65,83,83,69,77,66,76,89 
100 DATA 32,76,73,83,84,73,78,71,13,10,13,10,0,32,69,82 
110 DATA 82,79,82,46,0,82,69,68,69,70,73,78,69,68,32,83 
120 DATA 89,77,66,79,76,0,84,79,79,32,77,65,78,89,32,83 
130 DATA 89,77,66,79,76,83,0,85,78,68,69,70,73, 7B,69,6B 
140 DATA 32,83,89,77,66,79,76,0,66,82,65,78,67,72,32,82 
150 DATA 65,78,71,69,0,83,89,77,66,79,76,32,83,89,78,84 
160 DATA 65,88,0,68,73,82,69,67,84,73,86,69,0,79,80,69 
170 DATA 82,65,78,68,32,79,85,84,32,79,70,32,66,79,85,78 
180 DATA 68,83,0,79,80,69,82,65,78,68,32,83,89,78,84,65 
190 DATA 88,0,65,68,68,82,69,83,83,73,78,71,32,77,79,68 
200 DATA 69,0,78,79,84,32,65,78,32,73,78,83,84,82,85,67 
210 DATA 84,73,79,78,0,70,73,76,69,32,78,79,84,32,70,79 
220 DATA 85,78,68,0,83,89,77,66,79,76,32,84,79,79,32,76 
230 DATA 79,78,71,0,77,65,67,82,79,32,68,69,70,73,78,73 
240 DATA 84,73,79,78,0,77,73,83,83,73,78,71,32,79,80,69 
250 DATA 82,65,78,68,0,70,73,76,69,32,79,80,69,82,65,84 
260 DATA 73,79,78,0,0,0,165,144,182,144,199,144,216,144,229 
,U4 

270 DATA 243, 144,253, 144 t 19, 145 f 34, 145,50, 145,69,145,84, 145 
,100,145 

280 DATA 117,145,133,145,255,105,101,117,255,109,125,121,97 
,113,255,255 

290 DATA 41,37,53,255,45,61,57,33,49,255,10,255,6,22,255,14 
300 DATA 30,255,255,255,255,255,255,36,255,255,44,255,255,2 
55,255,255 

310 DATA 255,201,197,213,255,205,221,217,193,209,255,255,22 
4,228,255,255 

320 DATA 236,255,255,255,255,255,255,192,196,255,255,204,25 
5,255,255,255 

330 DATA 255,255,255,198,214,255,206,222,255,255,255,255,25 
5,73,69,85 

340 DATA 255, 77,93,89,65,81, 255, 255, 255, 230, 246, 255, 23B, 254 
,255,255 

350 DATA 255,255,255,255,255,255,255,76,255,255,255,255,108 
,255,255,255 

360 DATA 255,255,32,255,255,255,255,255,255,169,165,181,255 
,173,189,185 

370 DATA 161,177,255,255,162,166,255,182,174,255,190,255,25 
5,255,255,160 

380 DATA 164,180,255,172,188,255,255,255,255,74,255,70,86,2 
55,78,94 

390 DATA 255,255,255,255,255,9,5,21,255,13,29,25,1,17,255,4 
2 

400 DATA 255,38,54,255,46,62,255,255,255,255,106,255,102,11 
8,255,110 ► 



write into the magazine about answer or solution to the 
it. I'll try to reply as quickly as problem, 
possible with, I hope, an 



CB4 Assembler 



410 DATA 126,255,255,255,255,255, 
9,225,241,255 

420 DATA 255,255,133,149,255,141, 
5,134,255,150 

430 DATA 142,255,255,255,255,255, 
5,255,255,255 

440 DATA 66,67,67,66,67,83,66,69, 
450 DATA 80,76, 66,86,67,66,86, 83, 
460 DATA 73,67,76,86,68,69,88,68, 
470 DATA 80,72,65,80,72,80,80,76, 
480 DATA 84, 83, 83, 69, 67, B3, 69, 68, 
1000 F0RS=36864 TO 37631 
1010 READ A:POKES,A 
1020 NEXT 

1030 PRINT'FINISHED 1" 



233,229,245,255,237,253,24 

157,153,129,145,255,255,25 

255,255,132,148,255,140,25 

81, 66,77, 73,66,7B,69,66 
67,76,67,67,76,68,67,76 
69,89,73,78,88,73,78,89 
65,80,76,80,82,84,73,82 
83,69,73,84,65,88,84,65 



Assembler 2 

10 DATA 89,84,83,88,84,88,65,84,88,83,84,89,65,78,79,80 
20 DATA 66,82,75,65,68,67,65,78,68,65,83,76,66,73,84,67 
30 DATA 77,80,67,80,88,67,80,89,68,69,67,69,79,82,73,78 
40 DATA 67,74,77,80,74,83,82,76,68,65,76,68,88,76,68,89 
50 DATA 76,83,82,79,82,65,82,79,76,82,79,82,83,66,67,83 
60 DATA 84,65,83,84,88,83,84,89,66,89,84,84,88,84,87,82 
70 DATA 68,68,66,89,79,82,71,69,81,85,69,78,68,69,88,84 
80 DATA 77,65,67,77,78,68,68,69,70,144,176,240,48,208,16,80 
90 DATA H2,24,216,88,1B4 ( 202,!36,232,200,72,8,104,40,64,96 
,56 

100 DATA 248, 120,170,16B,1B6,138 ( 154,152,234,0,0,11, 22,33,4 
4,55 

110 DATA 66,77,88,99,110,121,132,143,154,165,176,187,198,20 
9,220,231 

120 DATA 242,32,18,130,32,18,130,32,204,255,169,10,162,6,14 
1, 32 

130 DATA 208,142,134,2,169,3,160,144,76,30,171,165,1,41,254 
,133 

140 DATA 1,96,165,1,9,1,133,1,96,160,0,177,57,170,200,177 

150 DATA 57,133,58,134,57,96,169,0,141,176,2,141,177,2,141, 
178 

160 DATA 2,141,64,3,141,80,3,141,96,3,160,4,177,122,153,60 
170 DATA 3,240,27,200,192,14,144,244,177,122,153,66,3,240,1 
5,200 

180 DATA 192,24,144,244,177,122, 153,72,3,240,3,200,20B,246, 
160,0 

190 DATA 185,64,3,32,30,130,144,10,200,192,10,144,243,162,1 
2,76 

200 DATA 38,155,140,176,2,201,0,240,40,160,0,185,80,3,32,30 
210 DATA 130,144,10,200,192,10,144,243,162,10,76,38,155,140 
,177,2 

220 DATA 201,0,240,13,160,0,185,96,3,240,3,200,208,248,140, 
178 

230 DATA 2,96,169,64,162,3,133,122,134,123,169,2,141,184,2, 
96 

240 DATA 169,80,162,3,133,122,134,123,169,3,141,184,2,96,16 
9,96 

250 DATA 162,3,133,122,134,123,169,4,141,184,2,96,32,121,0, 
260 DATA 162,0,134,2,6,2,201,48,240,9,201,49,240,5,162,8 ► 



270 DATA 76,38,155,41,15,5,2,133,2,32,115,0,232,224,8,208 
280 DATA 227,96,160,0,177,57,153,0,2,200,192,4,144,246,177, 
57 

290 DATA 153,0,2,240,3,200,208,246,169,0,162,2,133,122,134, 
123 

300 DATA 96,160,0,177,122,32,19,177,176,5,162,5,76,38,155,2 
01 

310 DATA 65,240,247,177,122,32,30,130,144,13,153,0,2,200,19 
2,10 

320 DATA 144,241,162,12,76,38,155,140,183,2,152,24,101,122, 
133,122 

330 DATA 165,125,105,0,133,123,96,169,0,162,160,133,59,134, 
60,32 

340 DATA 203,147,160,0,177,59,208,5,32,210,147,24,96,205,18 
3,2 

350 DATA 208,23,162,0,200,200,177,59,221,0,2,208,12,200,232 
,236 

360 DATA 1B3,2,144,242,32,210,147,56,96,169,13,24,101, 59,13 
3,59 

370 DATA 165,60,105,0,133,60,76,18,149,32,98,148,32,209,148 
,32 

380 DATA 7,149,8,32,203,147,40,176,60,165,59,24,105,13,170, 
165 

390 DATA 60,105,0,201,192,144,10,138,201,0,144,5,162,2,76,3 
8 

400 DATA 155,160,0,173,183,2,145,59,200,169,0,145,59,200,16 
2,0 

410 DATA 1B9,0,2,145,59,200,232,236,183,2,144,244, 160,13,16 
9,0 

420 DATA 145,59,56,176,11,160,1,177,59,240,5,162,1,76,38,15 
5 

430 DATA 173,184,2,201,2,240,5,32,210,147,24,96,32,112,148, 
32 

440 DATA 104,150,176,5,162,10,76,38,155,224,63,144,5,162,13 
,76 

450 DATA 38,155,224,61,208,26,32,126,148,32,210,147,165,59, 
72,165 

460 DATA 60,72,32,163,151,104,133,60,104,133,59,32,237,149, 
56,96 

470 DATA 165,61,166,62,133,20,134,21,32,237,149,24,96,32,20 
3,147 

480 DATA 160,11,165,20,145,59,200,165,21,145,59,160,1,152,1 
45,59 

1000 FQRS=37632 TO 38399 
1010 READA:POKES,A 

1020 NEIT . 
1030 PRIHT'FINISHED 2" 



Assembler 3 

10 DATA 76,210,147,32,209,148,32,7,149,176,2,24,96,32,203,1 
47 

20 DATA 160,1,177,59,208,5,32,210,147,24,96,160,11,177,59,1 
33 

30 DATA 253,200,177,59,133,254,32,210,147,32,121,0,201,43,2 
40,4 

40 DATA 201,45,208,42,72,32,115,0,32,163,151,104,201,43,208 
,15 ^ 



E 



50 DATA 24,165,20,101,253,133,20,165,21,101,254,133,21,56,9 
6,165 

60 DATA 253,56,229,20,133,20,165,254,229,21,133,21,56,96,16 
5,253 

70 DATA 166,254,133,20,134,21,56,96,173,177,2,201,3,208,53, 
169 

BO DATA 176,162,146,133,251,134,252,162,0,160,0,177,251,217 
,80,3 

90 DATA 208,13,200,192,3,144,244,189,121,147,141,180,2,56,9 
6,232 

100 DATA 224,67,240,16,165,251,24,105,3,133,251,165,252,105 
,0,133 

110 DATA 252,76,121,150,24,96,177,90,201,255,240,3,141,180, 
2,96 

120 DATA 162,9,76,3B, 155,32,112,148,32,104, 150,176,5,162,10 

130 DATA 38,155,224,8,176,3,169,1,96,224,33,176,3,169,2,96 
140 DATA 224,56,176,3,169,3,96,224,64,176,3,169,4,96,162,13 
150 DATA 76,38,155,141,182,2,152,72,172,181,2,165,20,153,16 
0,3 

160 DATA 200,173,182,2,201,1,240,6,165,21,153,160,3,200,140 
,181 

170 DATA 2,104,168,96,173,178,2,240,1,96,162,14,76,38,155,3 
2 

180 DATA 4,151, 32,!26,14B,32,163, 151, 165, 21, 240,5,162,7, 76, 
38 

190 DATA 155,169,1,32,227,150,32,121,0,201,44,208,6,32,115, 
0 

200 DATA 76,21,151,96,32,4,151,32,126,148,32,163,151,169,2, 
32 

210 DATA 227,150,32,121,0,201,44,208,6,32,115,0,76,58,151,9 
6 

220 DATA 32,4,151,32,126,148,160,0,185,96,3,153,160,3,240,3 
230 DATA 200,208,245,140,181,2,96,32,4,151,32,126,148,32,16 
3,151 

240 DATA 165,20,166,21,133,21,134,20,169,2,32,227,150,32,12 
1,0 

250 DATA 201,44,208,6,32,115,0,76,109,151,96,32,4,151,32,12 
6 

260 DATA 148,32,163,151,165,20,166,21,133,61,133,63,134,62, 
134,64 

270 DATA 76,121,0,169,0,133,20,133,21,32,121,0,201,36,208,1 
3 

2B0 DATA 32,115,0,169,255,141,174,2,32,21,130,56,96,201,37, 
208 

290 DATA 12,32,115,0,32,140,148,165,2,133,20,56,96,201,60,2 
40 

300 DATA 4,201,62,208,36,72,32,115,0,32,163,151,176,12,173, 
179 

310 DATA 2,201,1,240,5,162,3,76,38,155,104,201,60,240,4,165 
320 DATA 21,133,20,169,0,133,21,56,96,32,27,130,144,10,169, 
0 

330 DATA 141,174,2,32,21,130,56,96,201,39,208,10,32,115,0,1 
33 

340 DATA 20,32,115,0,56,96,32,19,177,176,5,162,5,76,38,155 
350 DATA 32,3,150,144,1,96,173,179,2,201,1,208,2,24,96,162 
360 DATA 3,76,38,155,169,0,141,181,2,32,112,148,32,181,150, 
201 



370 DATA 4,208,3,76,158,152,201,2,208,4,169,1,208,13,201,1 
380 DATA 208,6,32,211,152,76,91,152,32,33,153,141,182,2,173 
,180 

390 DATA 2,160,0,153,160,3,200,204,182,2,240,17,165,20,153, 
160 

400 DATA 3,200,204,182,2,240,6,165,21,153,160,3,200,140,181 
.2 

410 DATA 173,181, 2,240,24,173,179,2,201, 2,20B,3,32,33,156,2 
4 

420 DATA 173,181,2,101,61,133,61,165,62,105,0,133,62,96,224 
,56 

430 DATA 208,6,32, 15^151, 76, 205,152,224,58,208,6,32,52, 151, 
76 

440 DATA 205,152,224,57,208,6,32,80,151,76,205,152,224,59,2 
08,6 

450 DATA 32,103,151,76,205,152,224,60,208,3,32,139,151,172, 
181,2 

460 DATA 76,125,152,32,4,151,173,179,2,201,2,240,3,169,2,96 
470 DATA 32,126,148,32,163,151,165,21,208,3,76,22,153,165,6 
1,24 

480 DATA 105,2,133,253,165,62,105,0,133,254,165,20,56,229,2 
53,133 

1000 FORS-38400 TO 39167 
1010 READA:POKES,A 
1020 NEXT 

1030 PRINT-FINISHED 3' 



Assembler 4 

10 DATA 20,165,21,229,254,240,9,201,255,240,14,162,4,76,38, 
155 

20 DATA 165,20,201,128,176,245,169,2,96,165,20,201,128,144, 
236,176 

30 DATA 245,169,180,24,109,180,2,133,90,169,145,105,0,133,9 
1,32 

40 DATA 4,151,32,126,148,32,121,0,201,65,208,21,32,115,0,32 
50 DATA 30,130,176,8,160,0,32,166,150,169,1,96,162,5,76,38 
60 DATA 155,201,35,208,25,32,115,0,32,163,151,144,14,165,21 
,240 

70 DATA 5,162,7,76,38,155,160,1,32,166,150,169,2,96,201,40 

80 DATA 208,3,76,3,154,173,179,2,201,2,240,14,173,180,2,201 

90 DATA 121,240,4,201,110,208,3,169,3,96,32,163,151,176,3,1 
69 

100 DATA 3,96,165,21,208,64,32,121,0,201,44,240,27,173,180, 
2 

110 DATA 201,110,240,4,201,121,208,8,160,5,32,166,150,169,3 
i* 

120 DATA 160,2,32,166,150,169,2,96,32,115,0,201,88,240,9,20 
1 

130 DATA 89,240,8,162,8,76,38,155,160,3,44,160,4,32,166,150 
140 DATA 32,115,0,169,2,96,32,121,0,201,44,240,8,160,5,32 
150 DATA 166,150,169,3,96,32,115,0,201,88,240,9,201,89,240, 
8 

160 DATA 162,8,76,38,155,160,6,44,160,7,32,166,150,32,115,0 
170 DATA 169,3,96,32,115,0,32,163,151,32,121,0,201,44,240,5 
9 

180 DATA 201,41,240,5,162,8,76,38,155,32,115,0,201,44,240,1 
1 



190 DATA 160,10,32,166,150,32,115,0,169,3,96,32,115,0,201,8 
9 

200 DATA 240,5,162,8,76,38,155,165,21,240,5,162,7,76,38,155 
210 DATA 160,9,32,166,150,32,115,0,169,2,96,32,115,0,201,88 
220 DATA 240,5,162,8,76,38,155,32,115,0,201,41,208,244,165, 
21 

230 DATA 240,5,162,7,76,38,155,160,8,32,166,150,32,115,0,16 
9 

240 DATA 2,96,32,121,0,208,19,169,66,160,144,32,30,171,32,9 
6 

250 DATA 165,134,122,132,123,32,115,0,240,232,32,9,130,142, 
224,2 

260 DATA 132,251,160,2,132,252,160,0,177,251,153,225,2,200, 
204,224 

270 DATA 2,144,245,32,121,0,32,9,130,142,240,2,132,251,160, 
2 

2B0 DATA 132,252,160,0,177,251,153,244,2,200,204,240,2,144, 
245,169 

290 DATA 64,162,48,160,58,141,241,2,142,242,2,140,243,2,174 
,240 

300 DATA 2,169,44,157,244,2,232,232,157,244,2,202,169,80,15 
7,244 

310 DATA 2,232,232,169,87,157,244,2,232,232,232,232,142,240 
,2,96 

320 DATA 173,0,3,174,1,3,141,60,3,142,61,3,169,28,162,155 
330 DATA 141,0,3,142,1,3,96,173,60,3,174,61,3,141,0,3 
340 DATA 142,1,3,96,32,204,255,169,3,76,195,255,224,11,208, 

350 DATA 162,8,208,2,162,7,134,2,32,210,147,32,20,155,32,7 
360 DATA 155,32,1,156,169,82,160,144,32,30,171,165,2,10,170 
,189 

370 DATA 14B,145,188,149,145,32,30,171, 169,157, 160,144,32,3 
0,171,160 

380 DATA 2,177,57,170,200,177,57,133,58,134,57,32,194,189,1 
69,1 

390 DATA 141,174,2,162,26,108,0,3,165,43,166,44,133,57,134, 
58 

400 DATA 169,0,133,63,133,61,133,64,133,62,32,178,148,160,1 
,177 

410 DATA 57,240,34,32,230,147,173,179,2,201,1,208,10,173,17 
6,2 

420 DATA 240,5,32,73,149,176,8,173,177,2,240,3,32,52,152,32 
430 DATA 217,147,76,122,155,96,169,1,162,8,160,1,32,186,255 
,173 

440 DATA 224,2,162,225,160,2,32,189,255,24,169,0,32,213,255 
,176 

450 DATA 59,96,169,3, 162,8,160,3,32, 1B6, 255, 173,240,2, 162,2 
41 

460 DATA 160,2,32,189,255,24,32,192,255,176,33,32,235,155,1 
65,63 

470 DATA 32,240,155,165,64,32,240,155,76,204,255,162,3,76,2 
01,255 

480 DATA 32,210,255,32,183,255,208,1,96,32,20,155,162,15,76 
,38 

1000 F0RS=39168 TO 39935 
1010 READ A: POKES, A 

1020 NEXT m 
1030 PRINT-FINISHED 4" 



Assembler 5 

10 DATA 155,162,15,32,201,255,169,83,141,241,2,174,240,2,20 
2,202 

20 DATA 202,202,169,0,157,241,2,169,241,160,2,32,30,171,76, 
204 

30 DATA 255,32,235,155,162,0,189,160,3,32,240,155,232,236,1 
81,2 

40 DATA 144,244,32,204,255,32,201,156,96,32,177,147,32,36,1 
30,32 

50 DATA 240,154,32,114,154,32,166,155,169,0,162,160,133,251 
,134,252 

60 DATA 160,0,152,145,251,169,1,141,179,2,32,104,155,32,165 
,157 

70 DATA 32,194,155,238,179,2,32,104,155,32,57,157,32,20,155 
,32 

80 DATA 7,155,162,15,32,195,255,169,1,141,174,2,76,0,130,20 
1 

90 DATA 10,144,3,105,54,96,9,48,96,72,74,74,74,74,32,127 
100 DATA 156,157,0,2,104,41,15,232,32,127,156,157,0,2,232,9 
6 

110 DATA 169,0,157,0,2,173,175,2,240,5,162,200,32,201,255.1 
69 

120 DATA 0,160,2,32,30,171,32,18,130,76,204,255,162,0,169,3 

130 DATA 157,0,2,232,224,80,144,248,96,32,188,156,162,0,165 
,62 

140 DATA 32,137,156,165,61,32,137,156,173,181,2,240,23,201, 
3, 144 

150 DATA 2,169,3,133,94,162,5,160,0,185,160,3,32,137,156,20 
0 

160 DATA 196,94,144,245,173,176,2,240,17,162,12,160,0,185,6 
4,3 

170 DATA 157,0,2,232,200,204,176,2,144,243,173,177,2,240,17 
,162 

180 DATA 22,160,0,185,80,3,157,0,2,232,200,204,177,2,144,24 
3 

190 DATA 173,178,2,240,17,162,32,160,0,185,96,3,157,0,2,232 
200 DATA 200,204,178,2,144,243,76,160,156,169,0,162,160,133 
,251,134 

210 DATA 252,173,175,2,240,5,162,200,32,201,255,169,104,160 
,144,32 

220 DATA 30,171,32,204,255,32,203,147,160,0,177,251,208,4,3 
2,210 

230 DATA 147,96,133,2,32,188,156,200,200,162,0,177,251,157, 
0,2 

240 DATA 200,232,228,2,144,245,162,11,169,61,157,0,2,162,13 
,160 

250 DATA 12,177,251,32,137,156,136,177,251,32,137,156,169,1 
3,24,101 

260 DATA 251,133,251,165,252,105,0,133,252,32,210,147,32,16 
0,156,32 

270 DATA 203,147,76,88,157,173,175,2,240,5,162,200,32,201,2 
53,169 

280 DATA 134,160,144,32,30,171,76,204,255 
1000 F0RS=39936 TO 40376 
1010 READA:POKES,A 

1020 NEXT _ 
1030 PRINT'FINISHED THE LOT!" 



YOUR COMMODORE 



Lineage: 40p per word. 

Semi display: £9.00 per single column centimetre 
Ring for information on series bookings/discounts. 

All advertisements in this section must be prepaid. 
Advertisements are accepted subject to the terms and conditions 
printed on the advertisement rate card (available on request}. 




01-437 0699 

EXT. 322 

Send your requirements to: 

STUART TAYLOR 

ASP LTD, 1 GOLDEN SQUARE, 

LONDON W1 



HARDWARE 



NEW STAR SG-10C PRINTER 

ONLY f 249 TO INCLUDE VAT & NEXT DAY 
DELIVERY BY SECURICOR 

100% compatible with vou' Commodore computer. 

1 20cps draft mode. 

Tractor and friction lend standard. 

Near tetter Quality mode included 

192 graphic mode characters. 

192 business mode characters. 

90 italic characters. 

90 NLO characters. 

Normal 80 cpl. Condensed 136 cpl. 

Enlarged 2X. 3X & 4X 

Supplied with interface/cable and mams plug READY TO GO. 

STRONG COMPUTER SYSTEMS 

BRYNA COTTAGE. PEHIEL, CARMARTHEN, DYFED SA3? 70J 

TEL (0267) 231246 FOR ASSISTANCE!!! C64 



* BACK-UP-SYSTEMS FOR CBM-64 & VIC-20 * 

The BACK-UP-BOARO Mk 1 is the fastest, and easiest way to bach up yout tape 
programs With this board you can connect a second CBM cassette deck to your 
computer. You can copy a program on Iho second deck while the original loads from 
the first You can back up all fast loaders, data files, etc BACK-UP BOARD Mk. t 
£10.00 inc P4P 

BACK-UP'BOARO Mk. 2. This new version ol our famous BACK-UP-BOARD is now 
proving so popular 11 is outselling our original Mk. 1. This new board now works two 
ways Swilched to 'NORMAL' it operates as iheMk 1 Switched to GENERATE'. '64' 
owners can use our special transfer software 1o regenerate a copy of a program on the 
second deck as it loads from the first. This method can produce a belter quality copy 
than the onginal BACK-UP-BOARD Mk. 2 & Software £14.50 inc. PAP Conversion 
service Return your Mk 1 Board, il purchased (torn us. to be modified to Mk. 2 (or 
£4.50 including software A PAP. 

AZIMUTH HEAD ALIGNMENT TAPE by INTERCEPTOR for -64' Use this test tape 
with your 'S4' to adjust the heads ol your decks to makea perfectly matched pair. Full 
instructions and screwdriver supplied. £6 50 inc. PAP 

ROM SWITCH/RESET BOARD. Fil this board in the expansion port of your '64' and 
you can reset ALL programs Resets programs that a standard reset switch can't A 
sockel tor a 2764 BK eprom is also fitted Full instructions supplied £6.95 inc. PAP. 
Please send SAE lor more details of the above products. Send your chegue/PO to: 

TURBOTRONIC 
46 Rlpon St., Parkinson Lane. Halifax, West Yorkshire HX1 3UG. 
Tel: (0422) 52020 
(Europe add 50p outside Europe add £1.50) 



SOFTWARE 



COMMODORE 64 DATABASE - DATAFILE 

Powerful options include: print ail/selective records, delete, amend, save, load, 
copy, alphanumenc sol. user defined fields, memory check, total numeric 
fields, multt held into relational, global and between limits searches, etc. Fully 
menu driven with comprehensive, easy to use instructions. 
CBM 64 (compiledl cassette C7.46 

CBM 64 (compiled! disk CI 0.45 

COMMODORE 64 WORDPRO - TEXTFILE 

Powerful word processor, facilities Include - large toat buffer, auto centre, 
vanable tab. insert, amend, delete, copy, move text, word count, right justify 
paging, join files, multiple file nanoimg. punt all/part text, etc Fully driven with 
comprehensive, easy to use instructions. Great value. 

CBM 64 (compiled* cassette C6.25 

CBM 64 (compiled) disk £10.75 

All programs with lull documentation and guarantee and can be used with all 
direct connect CBM 64 printers including 1520 print/plotter Also most 
Centronics (with suitable hardware interface). Price includes fast delivery by 
first class post Cheques'POs to: 

A & C SOFTWARE 
Dept. 4, 75 Oakthorpe Gardens, Tividale. West Midlands B69 2LF 
Telephone: 021 557 8596 (7.9pm) 



Super Breaker 
Back-Up Board 

For Iho Commodore 64. CBM 12H and 
VIC-20. When a second CBM type cas- 
sette unit is connected to the board it 
will make security back-up copies o' 
cassette Oased software, inlcuding 
Turbo/Fast Loaders. Basic and/or 
Machine Code and Data Files. No 
additional software is needed Very 
Use* Friendly, the back-up copy a 
made on the second cassette while the 
original is loading on the first Phce at 
EB95 Plus PAP 

RESET CARTRIDGE for CBM 64. This 
cartridge will reset all. yes all, memory 
resident programs Including all pro- 

Iirams where standard reset switches 
ail. Pnce £7.95 - P4P. 
64 REPAIRS Fast reliable repairs, six 
months warranty on replaced parts 
£14.95 to £2B.75inc. parts, labour. PAP. 
Insurance • VAT. 

PSP SSp UK (Europe add £100. else- 
where add £2 00) Send cheque/postal 
order, or a stamp for details, to: 

C. Kent. 26 Northcape Walk, 
Corby. NorthanU. NN1fl 9DQ. 
For enquiries telephone (0536) 742622 



SOFTWARE 



PROM-64 

EPROM programmer for BK. 16K. 
2IF socket, Vpp generator & 
software on tape £34.75 
64-CARTridge. 2 ■ BK £5.95 
DEMO EPROM BK £4.95 
DHOOI-2 EPROM eraser £22.95 
UK + 15% VAT 

Cambridge Microelectronics 
One Milton Road, Cambridge 
CB4 1UV 
Tel: (0223) 314814 Tlx: B1574 



ACCESSORIES 



PERIPHERAL BARGAINS 

Ouickshot II Joystick £8.75 
Gunshot II Joystick £8.75 
C- 16 adaptor (for above) £3.95 
Reset swilch (VIC 20/ 
CBM 64) £3.95 

Will resel all m-code programs. 
Pnce includes Basic recovery 
program. 

Copier CP1 Digital interlace. 
Copies all Turbos, m/ code. etc. 
IC controlled. No software 
needed. Just type load. If il 
loads, CP1 will copy it. Requires 
second dalaselte. 12 months 
guarantee C9.50. 
Free P&P UK, Europe add 
£1.50. rest add £2.50 
Send Ch/PO lo; 
DATALINE 

246 Horbury Rd., 
Wakefield WF2 8RE. 



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LTD., 

and send together *Mh the 
advancement lo: 

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SOFTWARE 
APPLICATIONS 



HOME ACCOUNTS 

Put your house in order! 
Probably home computing's 
best usel Comprehensive 
coverage of bank accounts. 
Credit cards. HP in-built 
accuracy check. Reocrds all 
transactions. Projects cash- 
flow for any period ahead. 
Available for C.16 CBM64 or 
VIC-20. E8.45 or free details 
from: 

Discus Software 

Freepost, 
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CATALOGUES 



ITC . . . inflation-lighting prices 
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prices' Order our catalogue at 
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Software Division-YC, Box 414. 
1200 AK Hilversum, NETHER- 
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tion dale. 



EPROMS 



Hitachi 2764 250ns (5K) 
1 - 2 pieces £3.95. 3* £3.50 
Price includes VAT. P&p. 

SILICON CITY. Depl Y. 
1, Milton Rd., Cambridge. CB4 
1UY. 

Access, VUa Tel: 0223 3124S3. 



SOFTWARE LIBRARIES 



FOR HIRE 



LIBRARY 

ATTENTION COMMODORE 64/128 USERS 
A SUBSIDIARY OF PLATINUM GOLD 



" OVER 4,000 different titles available for hire for the COM- 
MODORE, SPECTRUM, BBC, AMSTRAD, ATARI, and 
MSX computers. 

' ARCADE, ADVENTURE, EDUCATIONAL and BUSI- 
NESS software too. 

* HIRE PRICES from only 75p INC. P&P. 

* 20% DISCOUNT off all purchase software. 

* FREE CATALOGUES. 

* FREE HINTS AND TIPS. 

" FAST RETURN OF POST SERVICE (if reserves are 

given). 

' ALL GAMES manufactures ORIGINALS with full 
documentation. 

' OVER 6.000 satisfied members. 

EUROPEAN members welcome. 

* Fully computerised system keeps track of your order. We 
pride ourselves in being the most professional Hire Library 
in the United Kingdom, with staff of 1 4 who knows what the 
word service means. Backed by our own software com- 
pany and programmers. 

" ~M ID LAND~CO MPU TE R~ UBR AR Y 

28 College Street. Worcester WR1 2LS. Tel: 0905 611072 

Please enclose £6 lor Lite Membership or send a SAE lor free catalogue 
slating machine. 

Name: 

Address: 



GAMES 



SEVEN SUPER GAMES FOR THE 
C64 ONLY £12 

BOXING FOR C64 STELLARS 
CAR RACER BATTLESHIP 
SPACE RUN LADDER CHASE 

FOOTBALL FOR C64 
Super Seven games for only £12 on one cassette. 
Payment must be made by cheque or postal order payable to: 
JOSEPH MUSCAT, "Lourdes House", Fisher Road, Mgarr, Malta. 



FOR SALE 



RING 
STUART TAYLOR 
FOR CLASSIFIED 
ADVERTISEMENTS 



HIRE HIRE 

STAFFS COMPUTER LIBRARY 

CBM 64 OWNERS 

Join the friendly Library. We give you what you want. If a title 
is not on our list then we will get it, if it's still available. 
(Games only) 

• All the latest Titles 

• Full 7 Days Hire 

• Low Hire Cost. From 75p 

• Up to 4 Games per week 

• All games original 

• Lots of American Titles 

• Low Hard and Software prices 

• Membership ONLY C5.00 

Free m/c Monitor on joining 
Send your cheques/postal orders payable to: 
STAFF COMPUTERS 
The Newlands, Greensome Lane, Stafford 



COMMODORE 64 cassette 
library. Hire latest games and 
educational software, only one 
price £1.50 per cassette 7 days 
hire. Details S.A.E. please: C.C.L. 
19 Darrell Way, Abinqdon. OX14 
1HC- 



EDUCATIONAL 
SOFTWARE 



DO YOU READ ME? 

Speed reading course for 
children aged 10+ on 
CBM 64. Cassette or disk 
(1541) £10. Ch/POs or 
SAE for details to> 

S. HARCOURT, 

17, The Moorings, 

North Lancing. 
Sussex BN15 0PP 



ASTROLOGY 



ASTROLOGY 



for beginners. Special starter 
pack tor only £11.50. Consists 
of a simple programme to 
calculate a horoscope, an 
inlroductory booklet and 2 self- 
teaching programmes (how to 
interpret the horoscope) 

NO PREVIOUS 
KNOWLEDGE REQUIRED 

for the Commodore and many 
other micros, also wide range 
of programmes lor more 
Experienced Astrologers 
Cash with order (add 50p out- 
side UK) or large SAE lor free 

Catalogue to. 
ASTROCALC (Dept YC), 
67 Peascroff Road, Hemel 
Hempstead, Herts HPS 8ER. 
Tel: (0442) 51809. 



WANTED 



WANTED URGENTLY- Informa- 
tion on how to obtain Vortax 
Synthesizer and modem (or Vic-20. 
Call Mr Thompson 0282-81 5292 



Hire Sl Exchange Software. 

Etching* your loflwtrc! Phone or 

send list of your software and ask 

for details. Software hire! No 
membership charge. PAP free. Hire 
tapes from £1.50. Phone for details. 

TAP Software, 4 Maine Road, 
Newland. Drat. Selby. North Yortii. 
Tel: 0757 61*007. 



WORD 
PROCESSOR 



SPANISH, ARABIC, Porlugese. 
Italian word processors lor CBM 
64 £89 each. inc. P&P. vat extra. 
Dealers welcome. DT Promotions, 
Unit-F, Arndale Cenlre, London 
SW1 8 4TD. Teh 01 570 571 1 . Telex 
8951182 Gecoms. 



BOOKS & 
PUBLICATION 




We use only 
10% of our 
mental 
potentials 



these am the words rri «lberl Einitein, 

II"* g realm) c"V)iciH of roeanl timM 

L Ron HuOberd'l i, - . w IT* 
o* me mina (wot today trial 6lnaieln 
•Bl rlphl 

m hit poo* -QUNEIICS: Tn» Mc-j—n 
Science o" Mental Hasnrr L Hon Mub- 
taid lata* on* mm giani two In wis 

direction. 

Ho ravMli how anyone can um M ju ■ 
cover las to isolale ina »i»d bar NX a mat 
na*a so far prevented people i>om using 
Pair meouti aotwitmii to Ina full. 

Mara and mora people trom al ••Iht 
rV Ins usa Oianaues lacnnoiogy today. 

Tno many *rinen report! on tne« suc- 
cess era ine can proof ol tfta quality ol 
mi* boo* 

Find our tar youied. Order your cooy 
c* lha rsmariaCta boo" loOay. 

Pxa CJJS paperback CI T. SO hua- 
bat*. Male cheques and l*Oi payiDIo to 
S.HF. Sand to Our en ol Scientology 
Saint Mill Foundation. FPEEPOSr fVC 1) 
EaM Grinilasd. Suimi PM19 4ZA (no 
itamo 'toi i»d , 



FOR SALE 



MOONRAKER £6.95 

CBM64 Space Game features fait 
• F- Iv-inlo Rolling Radar Dliplny 

elnlra Rod Target Screen 
Altitude. Time, Score Indicators, 
Foel.'Purchasr Option, Promotion. 
Send your name, address & PO- cfioqoo to- 

J & J Gllmour Ltd., 

Depl VC1B6. 4 Copse On*, Iris, 
Hampshire GU33 7EW. England. 
Tel: 0730-893430. 



GADGET 64 £5.95 

This 100% machin* code CBM 64 
cassette utility oilers; Append, Delete, 
Renumber {Including Goto. Goeub, etc.) 
Satisfy Ingly almple to use Send youi 
Name. Address ■ PO or Cheque lor 
£5.95 (P&P Free) lo: 
J & J Gllmour Ltd., 
Depl YC186, 4 Copse Close. Liu, 
Hampshire GU33 7EW. England. 
Tel: 0730-B93430. 



RACENIGHT 64 - £4.95 

Run your own Racamght ihts Xmas 
Exciting new Horseracing Game 
- Ideal lor Party's. 
K. Palmer, 59 Old Park Road, 
Sheffield S8 70S. 
Tel: 0742 74949B 



REPAIRS 



FOR SALE 



COMPUTER REPAIRS IN 
SOUTHEND 



Spectrum/Plus £19.95 
Sooctrum K/B faults £12.95 
Interface 1/2 £14.95 
New Speclmm power supply £9.95 
C64/VIC 20 from £12.95 

Above prices include parts, 
post & packing,. 
All repairs are guaranteed 3 
months. Call in or phone lor more 
details. 

MINNIE MICRO ELECTRONICS 
12 EASTERN ESPLANADE. 
SOUTHEND. ESSEX. 
Tel: (0702) 62033/615809 

OPEN 7 DAYS A WEEK 



Commodore 64 — £15. Vic 20 
— £12.50, Spectrum — 
£10.50, OL — £30, 1541 Disk 
Drives — £20, and all Com- 
modore systems. Send faulty 
machine with note describing 
fault to: 

TRIDENT ENTERPRISES 
LTD 

37 LINDEN HOUSE, COMMON ROAD. 
LANQLEY, SLOUGH. 
TEL: 0753 «7B5 

Oviihii •nqulrlM welcome. 
(Above prion art eicluilve of 
parii and VAT). 



^0 



EXPRESS f ^ 
COMMODORE 
REPAIRS'! 

"I have come across a firm that will be more man willing lo advise you as to bow lo 
remedy your problem They are called MANCOMP. and as well as repairing laully 
computers, are also quite willing to discuss your problems with you. and olfer 
reasonably cheap, and (MORE IMPORTANTLY) correct cures " 
Phil Rogen Peek & Poke', "Popular Computing Weekly" Jan. 1985 (VoL IV. No. 1) 

• Send Commodoreencl. £3.00 return postage (UK). «Or phone/ 
bring Commodore for free, no obligation estimate. "Every 
Commodore sent insured and by receipted parcel post (UK). 
•No hidden costs. 

MANCOMP LTD. (Dept YC 12), 

Printworks Lane, Manchester M19 3JP. 

Phone 061-224 1888/9888 
Open 9am till 7pm Mon. to Sat. 




CBM64 SOFTWARE DISCOUNTS 

Spy v Spy 2 £7.30. Konnedy Approach 
(10 95. Sabre Wolf £7 30, Underwurlde 
£7.30. Hacker £7.20. Rocky Horror 
Show E6.6& Cheque/PO lo: 
Software Unlimited, PO Boi 65, 
0 Thurland 51. Nottingham NG1 
Tel: (060?) 470S97. 
Full list with a-der 






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TtiMMY AfmS. OUR | 



\ 



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H£WO/P£P 



G 



AT THIS V£&? MOMEffT 

rrs waytomur 

UXAL COMPUTER 3^^, 



PryrriST TDMMy DMN, 
OiEaiOUfTHE. 



■My DOWN, I 
* ACTION I 

self- I 



'THE S&fiBT MA$I2RHl£ , 



)nly the bravest volunteer for the ultimate suiciae 
mission to free lost compatriots held prisoner by the 
armies of death, the forces of oppression. Only the 
fearless dare take up a challenge where courage and 
endurance are as essential as intelligence and skill. 
Compulsive. Action packed. Step forward, modern day 
hero, you'll never know how good you really are until 
you've tested yourself on the ultimate mission. 

Also Available AMSTRAD 
Coming Soon SPECTRUM 48K 
Available at ail good software dealers. 



V J. 



X 



CBM64 

/12& 



Send for full colour product brochure 
(enclose a stamp) 



Alligata Software Ltd., 1 Orange Street, 
Sheffield S1 4DW. Tel: (0742) 755796 



Choosing the right computer 
is a good start — but can you 
find the right software? 



onPFJtSOFT 



J 




MUSIC M?5LU^c/vlc 



At SUPERSOFT we're very conscious of the 
fact that people who spend several hundred 
pounds on computer equipment are looking 
to do rather more than play Space Invaders. 

Financial planning is a rather grand name 
for something you've been doing all your life 
- making ends meet! Perhaps if Mr 
Micawber had used BUSICALC he would 
have been able to balance the books a little 
better. 

For home, club or small business use 
BUSICALC 1 should pay for itself in no time at 
all; for larger companies we recommend 
BUSICALC 3. one of the few really valuable 
programs that you can learn to use in a day. 

Although your Commodore 64 is a power- 
ful musical instrument you need to be a 
pretty good programmer to understand how 
it all works. Unless, of course, you buy MUSIC 
MASTER I 

To use MUSIC MASTER requires no prior 
musical knowledge, though in the hands of 
an experienced musician it will prove an 
invaluable tool. You don't need to know the 
first thing about programming either! MUSIC 
MASTER is the musical equivalent of a word 
processor, remembering the notes you play 
and allowing you to replay and edit them as 
you wish. 




INTERDICTOR PILOT is a space flight 
simulator. Nowadays simulators are widely 
used to train pilots and astronauts because - 
to be frank - it's a lot cheaper (and safer) 
than the real thing! 

Imagine, if you will, life in the 22nd 
century: space travel is commonplace, and 
on the outskirts of the galaxy the first war 
between civilizations is being fought. A short- 
age of trained pilots has prompted the Feder- 
ation to develop a computer simulation that 
allows raw recruits to gain experience with- 
out paying for their mistakes with their lives. 
With the aid of your Commodore 64 you too 
can learn to pilot the Interdictor Mk 3 craft. 
But be warned — this is no game! 




SUPERSOFT, Winchester House, Canning Road. 
Wealdstone. Harrow, Middlesex HA3 7SJ 
Telephone: 01-861 1166 



Other SUPERSOFT products include the 
MIKRO ASSEMBLER cartridge, the only 
assembler that's ideal for beginners yet pow- 
erful enough for the professional (most of 
our competitors use it!). The VICTREE cart- 
ridge adds dozens of commands to Basic 
including toolkit aids and disk commands; or 
on disk there's MASTER 64, a really com- 
prehensive package for the keen prog- 
rammer. 

Of course, we do also publish games 
programs, and with classics like ST1X, QUINX 
and KAMI-KA2E in our range we are one of 
the market leaders. But we most enjoy 
coming up with the sort of programs that are 
going to be in use for months and years, not 
hours and days — Ihe sort of programs that 
make you glad that you boughta computer - 
and glad that you bought SUPERSOFT! 

You won't find SUPERSOFT products on 
the shelves of your local supermarket. But 
most specialist shops stock titles from our 
extensive range (and are prepared to obtain 
other programs to order). However you can 
also buy direct by sending a cheque (pre-paid 
orders are post free!), by calling at our 
offices, or over the telephone using your 
ACCESS card.